Level 2


  • Your objective is to reach the raider's base, and enter a wire-train to oil rig from one of its hangars.
  • The area begins with an exit from the sewer, leading up to a short and desolate street - a starting meditation space. It shows signs of having been defended against a siege. The street turns before being blocked off by a derailed train-wagon. The wagon doors are open, giving you a safe preview of the square laying beyond.
  • The square is a massacre. There are corpses, blood-stains, burning cars and tire-tracks, rubble. On the other side of the square, an imposing gate is protected by multiple guards. It is strong, but not indestructible. Next to the guards there is their weapons cache: ammo, grenades, and a loaded rocket-launcher.
  • The square also has another exit - through an arch, accessible without alerting the guards. It leads into a rubbly cul-de-sac, but the collapsed buildings allow the player to parkour their way around the gate. They can trade the danger of catching a bullet for that of falling to death.
  • Be it through smart agility or dumb and bold assault, you enter the raider's Checkpoint and are immediately thrown into intense action. The space is tight, some enemies are posted up at scaffolding, hiding behind inspected cars, around sharp corners. If not dealt with priorly, the guards on the gate's towers will still pose a threat. Use grenades, and hit them until they are able to react and pin you down.
  • At the far end of the checkpoint there is the raider's officer. Hiding in his office, trying to rat like a coward. He poses laughable threat. Next to him is a switch that opens the gate. Inconveniently, it can't open the gate to the base, but rather to the other side of the checkpoint.
  • You get a short pause, but the road ahead is blocked off by soldiers. You can either sidetrack through another damaged building, or fight them. If you do fight, you can talk to their captive, Pablo, who informs you of the keycards used to open one of the doors through the apartment complex. It leads to the back-entrance of the raider's base. Avoiding this fight will, however, lead you to the top floor and a dangerous jump between two buildings, over the flooded transformers. But also, a vantage point over the enemy's base. Oil rigs are seen in the background.
  • One of the apartments in the building treacherously hides a turret. Some rooms have ammo and collectibles. Others - nothing but obsticles.
  • The main enemy base is heavily guarded. Ship containers can be climbed and used as vantage points, but the turrets and the overwhelming number of enemies count their roofs to the no-man's land. Your safest bet is to use them to break the line of sight, and slowly grind down the mass of raiders. One by one, until you reach the hanger.

Improvements

  • We simplified the jump between buildings and added water to the transformers to indicate the danger of jumping into it.
  • We strategically placed more containers to break the line of sight, allowing the player to take a short breather after eliminating a third of the enemies.
  • We also added lights to help players navigate

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