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1. Hurry Up - the solution from the outside is not so exciting, unfortunately
2. Hurry Up 2 - the fact that you can run at the edge of the long wall (where 2 turrets are directed) is not very obvious, this area seems to be as open and shootable as possible
3. Behind The Iron Certain - the invisible walls here are understandable, but they are not perceived very well, it would be better to make real ones)
4. Betwin Two Lasers - the best level in the campaign, it’s a pity that it can be cheesed using a jammer from Red Pyramid level
5. Slightly Elevated Sigil & Useless - when you jump on a cube (seeing the foot icon), you end up at a certain standard central point on its surface, standing on which the next jump is not visible. To see it you need to move a little towards the wall. This is not very obvious and, in my opinion, it is better to avoid this