Another highly recommended mission! Cons: - Too much "blustn" texture, those boring blue walls - The walls and buildings are often large and bare and empty and flat - The extreme jumping and mantling puzzles often require multiple reloads - The mission is a bit dark, and crappy flares are not good enough - Too many of the hidden items or secrets require crate stacking - False doors are confusing and don't conform to a good standard - Story can sometimes be hard to get, readables sometimes weird Pros: - Extremely fun and satisfying vertical gameplay - Lots of great rope arrow opportunities - Sense of exploration is piqued in the old industrial crawlways - The in-game map is just cool! It's accurate enough to help, but inaccurate enough to require good exploration and landmark discovery - The story is interesting and unique, and cool once it comes together - There are a lot of nice little details which breath life into the city - Hidden areas and items give a good sense of reward - Some cleverly placed traps that were a blast to deal with There were some moments of frustation when trying to reach some of the more difficult sections, and I often felt that the city was very boring and plain looking (huge massive flat walls with a couple token windows is something you just have to overlook in this mission). But besides those pitfalls I found the mission very cool and enjoyable. Be warned, however, if you don't care for ultra-physical gameplay then this mission will have little to offer you. One issue remains (and this has come up in other missions as well but is especially problematic here), and that is the doors. On one hand you have regular doors, which are frobbable (light up) and may be locked or pickable. On the other hand you have "texture" doors for areas that are for decoration. Inbetween is where it's confusing, because some unfrobbable real doors can never be opened, while others can be opened from some secret switch or lever. To avoid player confusion, I feel that real doors should always be openable eventually, and if the door can never ever be opened the author should use a texture door. Doors aside, Komag says you should play this great mission! Just be prepared to spend a good amount of time exploring (up and down) and getting your bearings. Congratulations to Melan for an outstanding freshman effort!