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Mirror's Edge Catalyst Walkthrough, Collectibles, and Tips

Learn all about Faith Connors and her struggle against KrugerSec.

Josh Hawkins

Mirror's Edge Catalyst is a thrilling return to the world of one of Dice's fastest moving characters. Travel into the city of Glass and take on the job of a Runner, tasked with staying under the radar of the city's tight-fisted ruling corporation, KruegerSec. Fresh out of juvie, step into the shoes of Faith Connors, one of the greatest runners that the mirror's edge has ever seen, and help her and her friends bring down the overbearing government that keeps the employs in check.

Catalyst is full of all kinds of nifty collectibles and fun things to do. This walkthrough hub will serve as our primary page for all Mirror's Edge Catalyst guide content. It will be updated constantly, so check back for new information, tips, or tricks.

Check out the city of Glass in this UltraHD video.

Tips and Tricks

Learn the ins and outs of being a runner, the gear you'll need to get the job done, and more with these quick and easy to follow guides.

How to get the Magrope

How to Customize Your Runner Emblem

How to Customize Your Runner Echo

How to Roll

How to Fast Travel

How to Create a Time Trial

How to Create a BEAT L.E.

The Six Best Skills to Unlock First

Video Walkthroughs

Take a tour through all the missions of Mirror's Edge Catalyst with our complete visual walkthroughs.

Main Missions

  • Mission 4: Back in the Game
  • Mission 5: Savant Extraordinaire
  • Mission 6: Benefactor
  • Mission 7: Fly Trap
  • Mission 8: Sanctuary
  • Mission 9: Encroachment
  • Mission 10: Vive La Resistance
  • Mission 11: Prisoner X
  • Mission 12: Thy Kindgom Come
  • Mission 13: Family Matters
  • Mission 14: Tickets, Please
  • Mission 15: The Shard

Side Missions

Guides Editor

Joshua holds a Bachelor of Fine Arts in Creative Writing and has been exploring the world of video games for as long as he can remember. He enjoys everything from large-scale RPGs to small, bite-size indie gems and everything in between.

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Mirror’s Edge Catalyst Wiki Guide – How To, Tips, Tricks, and More

Image of Zhiqing Wan

It’s been about eight years since the original Mirror’s Edge game was released on the last generation of consoles, and this year, EA and DICE are back with Mirror’s Edge Catalyst. Faith Connors is back in this soft reboot of the franchise, and we’ll get to find out how she was shaped into the confident Runner we know her as. This time around, the game’s combat receives a few adjustments, and unlike the original release, gunplay won’t be a part of the combat. Faith will have to rely on her melee prowess as she jumps from rooftop to rooftop in the City of Glass, taking down the Conglomerates.

  • Release date: June 7, 2016
  • Developer: DICE
  • Publisher: EA
  • Platforms: PS4, Xbox One, PC
  • Genre: Action-Adventure, Open-World Platformer
  • Tips and Tricks for Beginners
  • What is Mirror’s Edge Catalyst?
  • How Long is It?
  • Combat Tips for Beginners
  • Tips for Time Trials
  • How to Double Jump
  • How to Change Your ECHO
  • How to Replay Missions
  • How to Fast Travel
  • How to Quick Turn and Skill Roll
  • How to Get the Magrope (Grappling Hook)

We’ll be updating the Mirror’s Edge Catalyst wiki with more guides and tips, so be sure to check back often.

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mirror's edge catalyst fast travel

Mirror's Edge Catalyst review

A gorgeous and exciting free-running sequel that keeps a few of the original game's issues., our verdict.

Catalyst is as close to a definitive version of a Mirror’s Edge game as we’re likely to get, despite retaining some of the first game’s issues.

PC Gamer's got your back Our experienced team dedicates many hours to every review, to really get to the heart of what matters most to you. Find out more about how we evaluate games and hardware.

What is it? Long-awaited sequel to the first-person free-running game. Expect to pay: $60/£50 Developer: DICE Publisher: EA Reviewed on: i5-3570K @ 3.40GHz, 16GB RAM, GTX 970 Multiplayer: No Link: www.mirrorsedge.com

I’m delighted that I’ve lived long enough to see a second Mirror’s Edge. The first game is one of those curios that seemed like such a weird thing for a big publisher to make: a free-running game set in a whitewashed dystopia, made by a team best known for shooters where the guns are somehow the worst bit. I was hoping Catalyst would make the first game feel like a tech demo by comparison and it does—this feels like a far more complete and refined version of the ideas in the 2008 original, though not every one of its issues has been totally fixed. 

Mirror’s Edge: Catalyst is, like its predecessor, a first-person platformer focused on free-running. The big switch-up this time is that it’s set in a seamless open world playground, rather than a series of linear levels. Far from being an open world in the mold of GTA, though, this is sort of like a Zelda-style large hub, with new areas opening up over time as your toolset expands. Introduced in Catalyst is the magrope, a sort of grappling hook that attaches to specific points in the world. Acquiring this, and upgrading it, offers new ways to get around the city. While Catalyst is as intricate, complex and exhilarating when it comes to platforming as its predecessor was, a flawed new combat system sadly holds the game back from being the perfect version of Mirror’s Edge I was hoping for. 

For those who loved the free-running in the first Mirror’s Edge, that all returns as you remember it, more or less. While acquiring Faith’s full moveset from the first game takes about an hour to unlock within the game’s new tech tree, this’ll give your muscle memory time to readjust to how fast Mirror’s Edge is. It’s been almost eight years, after all. Running up walls, sliding under pipes and performing saving rolls from great heights still requires precise timing and sharp instincts—this is exactly what I loved about the first Mirror’s Edge, and it’s all intact.

mirror's edge catalyst fast travel

There’s nothing else quite like it. I kick Assassin’s Creed a lot when talking about this series, but I can’t help it: I think there’s so much more merit in a platforming-heavy game that requires skill, rather than one where you press just a couple of buttons to leap through an entire world. If you actually have to concentrate while you’re running through a world, you appreciate your surroundings more, and it actually feels rewarding just to travel from one place to another. I think the relative difficulty of platforming in Mirror’s Edge means it’s one of those series that’s always destined to be misunderstood by some players—yet for those who get it, nothing else will be able to provide the same rush. 

Catalyst recaptures that, aided enormously by a lovely open world that starts small-ish then gets pretty big. Areas are divided into districts that unlock over the course of the story, each coloured a little bit differently, with some nice variation in architecture and props. The gorgeously purple and very posh Regatta Bay looks like a slice of Ilium from Mass Effect, while the Development Zone is basically a grotty construction site; other areas strongly recall levels from the first Mirror’s Edge. 

Collectively, it’s stunning, as close to capturing a futuristic city experience as I’ve seen in a game, and it feels like a much more detailed version of that world you’ve just had linear snapshots of before. Travelling between these districts feels great, thanks to the way DICE conveys player movement through visual effects and sound design. Bolting through the city at an unbroken full speed, it feels a bit like running through the star gate in 2001: A Space Odyssey—a hypnotic swirl of constantly shifting colour, with Faith gliding through it. The only issue is that the dull story usually insists on having one of Faith’s buddies yammer over you exploring these places, which takes a bit away from the city’s mystique.

The magrope is a neat addition—swinging across a freeway at rush hour suddenly made me realise I’ve wanted a first-person Spider-Man game my entire life. I just wish there were more places you can use it. There aren’t many points in the world it latches onto, which is no doubt an attempt to avoid stealing the focus from the free-running. Slightly less convincing is an upgrade you get later in the game to clear new paths with the magrope by pulling panels down from walls—a timed platform puzzle or two aside, it feels like an arbitrary addition. 

mirror's edge catalyst fast travel

Going open world was the right move. The map is full of optional stuff to do—delivering parcels, or time trials, or even creating time trials and climbing challenges yourself using the simple in-game social tools—but I recommend leaving this stuff until after you’ve finished the game. A lot of it is filler, but speedrunners will lap it up. 

Alongside the 10-11-hour main story, there are several sidequests to pick up, as well as a few excellent tower climbing challenges that open up fast travel points. The latter are a bit like those puzzle environments in Assassin’s Creed II, and involve skipping over tripwires and making particularly tricky jumps to reach the top of the tower in Portal-like interiors. Trip a wire, and you won’t be able to escape without fighting a few guards, too. And since fighting anyone in Mirror’s Edge Catalyst isn’t terribly fun, you’ll really feel like you’re being punished for messing these optional asides up.

In 2008, Mirror’s Edge was chewed out for its flawed combat system, which relied on disarming enemies and very basic melee attacks, as well as firing guns. Well, guns are gone, which may be welcome news—but everything else is a little more mixed. The combat is, at its most basic, superior to the first game. It works in two ways: if Faith is running at full speed, a quick tap of the light attack button will knock an enemy out of the way and she can keep running. In that sense, it’s functional and there to facilitate your free-running arsenal, and feels like the sort of thing that would’ve made a lot of sense in the first game. Faith is protected by something called a focus shield, which means you’re safe from gunfire any time you’re running at full speed. Slow down too much, and enemies will be able to take chunks off her health, but keep sprinting and you’ll be okay. 

mirror's edge catalyst fast travel

If you find there’s no option but to fight, there’s a melee system where you can punch and kick enemies in different directions of your choosing, while dodging their attacks at the same time. You can make guards tumble off buildings, as well as into each other, which damages two opponents at once. At first this new system seems cool—running across rooftops then booting a guy down to his death before escaping quickly can feel exhilarating, and it makes Faith feel like a superhero as the law enforcement pursues her, GTA-style. But after a few fights, I started to get tired of how low energy the scraps felt, and the annoying enemy types that spam you with cheap attacks.  

The tech tree adds little of note to your arsenal throughout the game, except a cool scramble attack that temporarily frazzles enemies, as well as a few damage boosts to the different enemy types in the game. Why not incorporate Faith’s magrope to pull an enemy towards you for an easy knockout blow? That’s the sort of fun thing games normally do. The combat wouldn’t be so bad if you could skip every fight—almost all of the time, you can—but there are at least three mandatory encounters during the story (two take place in the exact same area). And they’re by far the worst parts of Catalyst. 

In each instance, you’re dropped into enclosed environments with no escape, where you basically have to run in circles to build up momentum in order to land attacks. It doesn’t work—it’s really bad. One of Faith’s cooler moves is a Mario-like jump attack where she can land on an enemy from a height, doing a lot more damage than punching or kicking. In non-optional fights, this move is your friend, but it’s fiddly to work out how close you need to be to an enemy in order for it to actually activate, and missing one of these attacks can be enough of an error to find yourself shot dead and repeating the same section again. The sentinel, a type of elite unit introduced later in the game, is the ultimate bullshit in Catalyst: an overpowered foe with near-psychic physical attacks who takes an absolute age to beat down. On two occasions I found myself fighting multiple sentinels at once—I was sprinting around the same room again and again, trying to work up enough momentum to knock them out. It felt like it took forever, and seems like the opposite of what Mirror’s Edge is supposed to be about. 

mirror's edge catalyst fast travel

It’s frustrating, because these three fights comprise about 20-30 minutes of the entire 10-hour story, but they’re bad enough to overshadow a few of the game’s better levels. I’m surprised that these ended up in the game when the original Mirror’s Edge drew such criticism for its combat. I’d absolutely be giving Catalyst a better score without them.

These moments aside, the story route is packed with levels that are clearly superior to the first game. Catalyst takes you to a load of places outside of the main open world hub. One chapter where you’re tasked with destabilising the earthquake supports of a skyscraper, before making a fraught escape, is one of the best single-player levels I’ve played in years. The missions mix together breathtaking sights with high-pressure set pieces incredibly well. Now I’m clear of the story, too, I’m looking forward to just spending more time in that world—in a game that’s mostly about running, I find myself stopping often just to look at this amazing city skyline from different angles. Aside from some annoying stuttering and lip-syncing issues with the cutscenes, in-game it runs beautifully at 1080p 60fps on both my 970-powered work PC and my less powerful 780-powered build at home. 

That’s why, despite the missteps with combat, and another storyline that is just too dry to get invested in even with well-produced cutscenes, I still recommend Catalyst. It’s annoyingly close to being the ideal Mirror’s Edge game, but retains a few of its predecessors’ issues, even if those problems have manifested in different forms. If you loved the first game as much as I did, there’s so much to enjoy about running around this big, gorgeous playground—I just wish DICE had stuck the landing. 

Samuel Roberts

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mirror's edge catalyst fast travel

PS4Trophies Trophy Guides, Trailers, & Walkthroughs

Mirror’s Edge Catalyst – How to Unlock Safe House Fast Travel Points & Undetected Surge Trophy

mirror's edge catalyst fast travel

Mirror’s Edge Catalyst Undetected Surge trophy and achievement guide. Shut down any gridNode without notifying KrugerSec of your presence. Shutting down the gridnode’s will unlock a fast travel point to one of your safe houses. You must complete the Gridnode Run mission before you can unlock any fast travel points.

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▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ ★ This Game includes the following trophies ★ ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬

The Few. The Elite. (Platinum) Unlock all Mirror’s Edge™ Catalyst Trophies

Knowledge is power (Bronze) Complete all of Plastic’s missions

Downtown Girl (Bronze) Complete all side missions in Downtown

I refuse to sink (Bronze) Complete all side missions in Anchor

Building Blocks (Bronze) Complete all side missions in Rezoning

Viewfinder (Bronze) Complete all side missions in The View

Running Errands (Silver) Complete all side missions

Learn to walk (Bronze) Purchase Faith’s second upgrade

Run free (Silver) Purchase half of Faith’s upgrades

With Bells On (Gold) Purchase all of Faith’s upgrades

Praise the Run (Bronze) Reach full focus and keep it going

Easy Runner (Bronze) Springboard, Wallclimb, Turn, Jump, Coil, Skill Roll

Veteran Runner (Bronze) Shift, Wallrun, Jump, Coil, Skill Roll, Shift

Tenacious Traceur (Bronze) Wallrun, Turn, Jump, Wallclimb, Turn, Jump, Wallclimb, Turn, Jump

Seb’s Salute (Bronze) Shift, Springboard, Wallrun, Swing Pipe, Skill Roll

Georges’ Garrison (Bronze) Springboard, Swingbar, Jump, Wallclimb, Turn, Jump, Coil

Belle of the Ball (Silver) Vault, Slide, Jump, Wallclimb, Turn, Jump, Wallrun, Turn, Jump, Skill Roll

Danger Zone (Bronze) Reach full focus and take out 10 enemies before it runs out

Hey, it’s-a-me again! (Bronze) Perform a highground attack as a finishing move

Elegant Flight (Bronze) Deliver any fragile package without any damage to it

Undetected Surge (Bronze) Shut down any gridNode without notifying KrugerSec of your presence

Roof Runner (Bronze) Complete 10 Dashes in the main game

Peak Performer (Gold) Get a 3-star rating on all Dashes in the main game

Express delivery (Bronze) Deliver 10 packages

Fighting the system (Bronze) Complete 15 billboard hacks and interventions

Five Finger Discount (Bronze) Remove 10 electronic parts from Conglomerate terminals

I Saw You On The Battlefield (Bronze) Destroy all Security Hubs

P.I. Connors (Silver) Find every secret bag hidden in Glass

Story Teller (Silver) Find every recording and document in Glass

Full Exposure (Gold) Collect every gridLeak in Glass

User Generated Finisher (Bronze) Complete a user created Time Trial

You can’t keep me down (Bronze) Get yourself to a user created Beat L.E.

Spooky (Bronze) Customize your Echo

Law-abiding citizen (Bronze) A good Cascadian follows the rules

Secret Trophies

Reunion (Bronze) Resume your old life

Learn to Fly (Bronze) Take flight with some old friends

In his bad books (Bronze) Escape with a gift from an old enemy

Time for a Frenzied Rumble (Bronze) First crack the shell, then crack what’s inside

Devastation (Bronze) Witness a terrifying event

Payback (Bronze) Repay Dogen

Never forgotten (Bronze) Avenge them

The enemy of my enemy (Bronze) Seek out Black November for help

This. Is. Glass. (Bronze) Send the KrugerSec turrets into the abyss

Smash & grab (Bronze) Resistance is futile

Vengeful Strike (Bronze) Claw back what they took from you

Little girl found (Bronze) Discover the identity of Kruger’s deadliest asset

Into the light (Bronze) Escape from the heart of darkness

Shattered Dreams (Bronze) Take what is his and make it crumble

Hacker Time (Bronze) Hack. Tick. Tock. Run. Repeat.

Blood is thicker than everything (Bronze) Defeat Kruger

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The Moscow Metro Museum of Art: 10 Must-See Stations

There are few times one can claim having been on the subway all afternoon and loving it, but the Moscow Metro provides just that opportunity.  While many cities boast famous public transport systems—New York’s subway, London’s underground, San Salvador’s chicken buses—few warrant hours of exploration.  Moscow is different: Take one ride on the Metro, and you’ll find out that this network of railways can be so much more than point A to B drudgery.

The Metro began operating in 1935 with just thirteen stations, covering less than seven miles, but it has since grown into the world’s third busiest transit system ( Tokyo is first ), spanning about 200 miles and offering over 180 stops along the way.  The construction of the Metro began under Joseph Stalin’s command, and being one of the USSR’s most ambitious building projects, the iron-fisted leader instructed designers to create a place full of svet (radiance) and svetloe budushchee (a radiant future), a palace for the people and a tribute to the Mother nation.

Consequently, the Metro is among the most memorable attractions in Moscow.  The stations provide a unique collection of public art, comparable to anything the city’s galleries have to offer and providing a sense of the Soviet era, which is absent from the State National History Museum.  Even better, touring the Metro delivers palpable, experiential moments, which many of us don’t get standing in front of painting or a case of coins.

Though tours are available , discovering the Moscow Metro on your own provides a much more comprehensive, truer experience, something much less sterile than following a guide.  What better place is there to see the “real” Moscow than on mass transit: A few hours will expose you to characters and caricatures you’ll be hard-pressed to find dining near the Bolshoi Theater.  You become part of the attraction, hear it in the screech of the train, feel it as hurried commuters brush by: The Metro sucks you beneath the city and churns you into the mix.

With the recommendations of our born-and-bred Muscovite students, my wife Emma and I have just taken a self-guided tour of what some locals consider the top ten stations of the Moscow Metro. What most satisfied me about our Metro tour was the sense of adventure .  I loved following our route on the maps of the wagon walls as we circled the city, plotting out the course to the subsequent stops; having the weird sensation of being underground for nearly four hours; and discovering the next cavern of treasures, playing Indiana Jones for the afternoon, piecing together fragments of Russia’s mysterious history.  It’s the ultimate interactive museum.

Top Ten Stations (In order of appearance)

Kievskaya station.

mirror's edge catalyst fast travel

Kievskaya Station went public in March of 1937, the rails between it and Park Kultury Station being the first to cross the Moscow River.  Kievskaya is full of mosaics depicting aristocratic scenes of Russian life, with great cameo appearances by Lenin, Trotsky, and Stalin.  Each work has a Cyrillic title/explanation etched in the marble beneath it; however, if your Russian is rusty, you can just appreciate seeing familiar revolutionary dates like 1905 ( the Russian Revolution ) and 1917 ( the October Revolution ).

Mayakovskaya Station

Mayakovskaya Station ranks in my top three most notable Metro stations. Mayakovskaya just feels right, done Art Deco but no sense of gaudiness or pretention.  The arches are adorned with rounded chrome piping and create feeling of being in a jukebox, but the roof’s expansive mosaics of the sky are the real showstopper.  Subjects cleverly range from looking up at a high jumper, workers atop a building, spires of Orthodox cathedrals, to nimble aircraft humming by, a fleet of prop planes spelling out CCCP in the bluest of skies.

Novoslobodskaya Station

mirror's edge catalyst fast travel

Novoslobodskaya is the Metro’s unique stained glass station.  Each column has its own distinctive panels of colorful glass, most of them with a floral theme, some of them capturing the odd sailor, musician, artist, gardener, or stenographer in action.  The glass is framed in Art Deco metalwork, and there is the lovely aspect of discovering panels in the less frequented haunches of the hall (on the trackside, between the incoming staircases).  Novosblod is, I’ve been told, the favorite amongst out-of-town visitors.

Komsomolskaya Station

Komsomolskaya Station is one of palatial grandeur.  It seems both magnificent and obligatory, like the presidential palace of a colonial city.  The yellow ceiling has leafy, white concrete garland and a series of golden military mosaics accenting the tile mosaics of glorified Russian life.  Switching lines here, the hallway has an Alice-in-Wonderland feel, impossibly long with decorative tile walls, culminating in a very old station left in a remarkable state of disrepair, offering a really tangible glimpse behind the palace walls.

Dostoevskaya Station

mirror's edge catalyst fast travel

Dostoevskaya is a tribute to the late, great hero of Russian literature .  The station at first glance seems bare and unimpressive, a stark marble platform without a whiff of reassembled chips of tile.  However, two columns have eerie stone inlay collages of scenes from Dostoevsky’s work, including The Idiot , The Brothers Karamazov , and Crime and Punishment.   Then, standing at the center of the platform, the marble creates a kaleidoscope of reflections.  At the entrance, there is a large, inlay portrait of the author.

Chkalovskaya Station

Chkalovskaya does space Art Deco style (yet again).  Chrome borders all.  Passageways with curvy overhangs create the illusion of walking through the belly of a chic, new-age spacecraft.  There are two (kos)mosaics, one at each end, with planetary subjects.  Transferring here brings you above ground, where some rather elaborate metalwork is on display.  By name similarity only, I’d expected Komsolskaya Station to deliver some kosmonaut décor; instead, it was Chkalovskaya that took us up to the space station.

Elektrozavodskaya Station

mirror's edge catalyst fast travel

Elektrozavodskaya is full of marble reliefs of workers, men and women, laboring through the different stages of industry.  The superhuman figures are round with muscles, Hollywood fit, and seemingly undeterred by each Herculean task they respectively perform.  The station is chocked with brass, from hammer and sickle light fixtures to beautiful, angular framework up the innards of the columns.  The station’s art pieces are less clever or extravagant than others, but identifying the different stages of industry is entertaining.

Baumanskaya Statio

Baumanskaya Station is the only stop that wasn’t suggested by the students.  Pulling in, the network of statues was just too enticing: Out of half-circle depressions in the platform’s columns, the USSR’s proud and powerful labor force again flaunts its success.  Pilots, blacksmiths, politicians, and artists have all congregated, posing amongst more Art Deco framing.  At the far end, a massive Soviet flag dons the face of Lenin and banners for ’05, ’17, and ‘45.  Standing in front of the flag, you can play with the echoing roof.

Ploshchad Revolutsii Station

mirror's edge catalyst fast travel

Novokuznetskaya Station

Novokuznetskaya Station finishes off this tour, more or less, where it started: beautiful mosaics.  This station recalls the skyward-facing pieces from Mayakovskaya (Station #2), only with a little larger pictures in a more cramped, very trafficked area.  Due to a line of street lamps in the center of the platform, it has the atmosphere of a bustling market.  The more inventive sky scenes include a man on a ladder, women picking fruit, and a tank-dozer being craned in.  The station’s also has a handsome black-and-white stone mural.

Here is a map and a brief description of our route:

Start at (1)Kievskaya on the “ring line” (look for the squares at the bottom of the platform signs to help you navigate—the ring line is #5, brown line) and go north to Belorusskaya, make a quick switch to the Dark Green/#2 line, and go south one stop to (2)Mayakovskaya.  Backtrack to the ring line—Brown/#5—and continue north, getting off at (3)Novosblodskaya and (4)Komsolskaya.  At Komsolskaya Station, transfer to the Red/#1 line, go south for two stops to Chistye Prudy, and get on the Light Green/#10 line going north.  Take a look at (5)Dostoevskaya Station on the northern segment of Light Green/#10 line then change directions and head south to (6)Chkalovskaya, which offers a transfer to the Dark Blue/#3 line, going west, away from the city center.  Have a look (7)Elektroskaya Station before backtracking into the center of Moscow, stopping off at (8)Baumskaya, getting off the Dark Blue/#3 line at (9)Ploschad Revolyutsii.  Change to the Dark Green/#2 line and go south one stop to see (10)Novokuznetskaya Station.

Check out our new Moscow Indie Travel Guide , book a flight to Moscow and read 10 Bars with Views Worth Blowing the Budget For

Jonathon Engels, formerly a patron saint of misadventure, has been stumbling his way across cultural borders since 2005 and is currently volunteering in the mountains outside of Antigua, Guatemala.  For more of his work, visit his website and blog .

mirror's edge catalyst fast travel

Photo credits:   SergeyRod , all others courtesy of the author and may not be used without permission

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The trains and stations of the Moscow Metro

2 Comments · Posted by Alex Smirnov in Cities , Travel , Video

The Moscow Metro is the third most intensive subway system in the world after Tokyo and Seoul subways. The first line was opened on May 15, 1935. Since 1955, the metro has the name of V.I. Lenin.

The system consists of 12 lines with a total length of 305.7 km. Forty four stations are recognized cultural heritage. The largest passenger traffic is in rush hours from 8:00 to 9:00 and from 18:00 to 19:00.

Cellular communication is available on most of the stations of the Moscow Metro. In March 2012, a free Wi-Fi appeared in the Circle Line train. The Moscow Metro is open to passengers from 5:20 to 01:00. The average interval between trains is 2.5 minutes.

The fare is paid by using contactless tickets and contactless smart cards, the passes to the stations are controlled by automatic turnstiles. Ticket offices and ticket vending machines can be found in station vestibules.

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Tomás · August 27, 2012 at 11:34 pm

The Moscow metro stations are the best That I know, cars do not.

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Alberto Calvo · September 25, 2016 at 8:57 pm

Great videos! Moscow Metro is just spectacular. I actually visited Moscow myself quite recently and wrote a post about my top 7 stations, please check it out and let me know what you think! :)

http://www.arwtravels.com/blog/moscow-metro-top-7-stations-you-cant-miss

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Victor Mukhin, Speaker at Chemical Engineering Conferences

Victor M. Mukhin was born in 1946 in the town of Orsk, Russia. In 1970 he graduated the Technological Institute in Leningrad. Victor M. Mukhin was directed to work to the scientific-industrial organization "Neorganika" (Elektrostal, Moscow region) where he is working during 47 years, at present as the head of the laboratory of carbon sorbents.     Victor M. Mukhin defended a Ph. D. thesis and a doctoral thesis at the Mendeleev University of Chemical Technology of Russia (in 1979 and 1997 accordingly). Professor of Mendeleev University of Chemical Technology of Russia. Scientific interests: production, investigation and application of active carbons, technological and ecological carbon-adsorptive processes, environmental protection, production of ecologically clean food.   

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Mirror's Edge Catalyst review

Faith no more.

Stop me if you think that you've heard this one before. Mirror's Edge Catalyst is a game of high ambition that is capable of awe-inspiring moments, and one that's all too often undone by a series of suspect design decisions and some truly atrocious combat. It's almost as if, in returning to the much-loved but flawed 2008 original, developer DICE chose to stick a little too closely to an original recipe that called for two parts awesome washed out by two parts awful, introducing some new, even bigger problems all of its own in this troubled open world reboot.

Much has changed for this new Mirror's Edge, but some things stay the same. Faith Connors continues to be one of gaming's great character designs still left in search of a half-decent story: this time out she's a runner fresh out of a detention centre - or 'juvie' as it is in Catalyst's awkward script - and getting reacquainted with the network of runners who stalk the city's skyline in what clumsily ends up an origins tale for future games in the series. Whether they come to pass likely depends on the success of Catalyst, and it does little to endear itself to those who weren't already in thrall to the original.

Faith herself remains the same, an avatar of fleet-footed athleticism who propels the first-person platforming through which Mirror's Edge Catalyst truly soars. At its very best, Catalyst builds upon 2008's Mirror's Edge to create something frequently remarkable: set-pieces within the story missions nestled within the world push the player towards dizzy heights, deciphering their handsomely stylised surroundings with Faith's vocabulary of wall-runs, wall-jumps and mantling. There are moments, when the momentum slows and you're at the foot of an office building figuring out how to get from one point to another, where Catalyst is reminiscent of the excellent Prince of Persia: Sands of Time, in which platforming meets a light sense of puzzling to create one delicious whole.

mirror's edge catalyst fast travel

There are moments, too, where Catalyst combines style and a slick sense of verticality to create something uniquely exciting; a ride stolen on a helicopter above the city's heights, or a late nod to notorious high-wire walker Philippe Petit in which you gingerly step between buildings on a narrow rope, staring nervously into the abyss below. It's all you could have hoped for from a Mirror's Edge sequel, doubling down on what made the original work and providing more of it, with a dash more spectacle.

The sense of motion is, once more, exquisite, told by the weighty sway of the camera as you reach the peak of your sprint, and the glorious sound design as the soles of Faith's feet tread softly on concrete, the whistle of wind in her ears as she falls through the air and the palm-stinging snap of gravel as she lands. Movement, in short, is a treat, but it's all undercut by the problem of there being nowhere interesting to move to .

By rights The City of Glass that plays host to Catalyst should be the star of the show, but instead it's characterless by design, a world smoothed to an impossible sheen by the pantomime corporations you rally against. It's a modernist nightmare of straight angles and anonymity, the city as dreamt up by a Le Corbusier gone positively mad. Unfortunately, it's got all the charm and personality of a second-string airport, where bland spaces meld into each other in one forgettable, unremarkable whole.

mirror's edge catalyst fast travel

As a piece of open world design, Mirror's Edge Catalyst falls entirely flat. The city feels like an afterthought, filled with half-hearted ideas and lazily appropriated systems that make for an awkward fit. There are safe houses to be unlocked for easy fast travel. There's a wanted system whereby you must escape the sights of the city's law enforcement, but it's fuzzy and fussy. There are side missions, though they're often simply repetitive races across the city, while mindless, meaningless collectibles are scattered liberally about. Those collectibles, meanwhile, feel mostly worthless - security chips stolen from panels do little more than tot up XP, while the golden orbs that float around the city would feel like a nod to Crackdown if they were tied into any meaningful sense of progression. It's a soulless checklist of features.

Faith, meanwhile, has many of her abilities locked behind an XP-fuelled system for seemingly no reason other than that's what's expected of a lead character in a contemporary video game. You can sense DICE's heart isn't quite in it; many of her abilities are unlocked from the off, with moves like the forward roll that helps soften a heavy fall available within only a handful of hours of play. All of which makes you question why the system's there in the first place.

It's a strange answer to the problems of the original Mirror's Edge, a game whose originality was obscured by the imposition of combat that only muddied the brilliance of the core. DICE's solution to that particular problem, somewhat tragically, ends up as Catalyst's single biggest failing. In a noble attempt to sidestep the gunplay of the original, Catalyst completely forgoes firearms, opting instead for a freeform first-person melee system. Unfortunately, it's a system that's broken at the point of concept as well as execution.

mirror's edge catalyst fast travel

Theoretically, Mirror's Edge Catalyst's combat is powered by the same momentum that's at the heart of the game - you can string attacks into your free-running, taking down enemy soldiers while on the move without breaking the rhythm of your run. That's the theory, anyway. In practice it's a slapstick mess, enemies lunging towards you and cluttering over each other with all the poise of preschool toddlers. The nearest equivalent is the popular party game Gang Beasts - a comparison it's doubtful DICE was inviting when designing its new system. The combat isn't optional, sadly, with several enclosed skirmishes barring the way through Catalyst's story (including the most miserable one which is saved for the very end). It's all enough to make you pine for a gun.

If DICE fumbles in its attempts at combat, it's at least on surer footing elsewhere, and for all the city's faults it's salvaged by its smart, frictionless online that allows players to create and compete in their own time trials. Here, more so than ever before, the promise of free-running feels like it's properly fulfilled. There's a city before you; now go and subvert it. It's fitting that Catalyst's most interesting feature places the power with its players; those same fans, you feel, that helped make a follow-up to the 2008 Mirror's Edge possible.

What a shame, then, that it's an all-too-familiar tale for this sequel. The original Mirror's Edge was always a great idea somewhat obscured - how frustrating to find Catalyst polishes the premise only to find itself burdened with a new set of shackles. It's a slight reward for those who've kept Faith, but this is a sequel that's too often lacking grace.

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Developing ash-free high-strength spherical carbon catalyst supports

  • Domestic Catalysts
  • Published: 28 June 2013
  • Volume 5 , pages 156–163, ( 2013 )

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mirror's edge catalyst fast travel

  • V. V. Gur’yanov 1 ,
  • V. M. Mukhin 1 &
  • A. A. Kurilkin 1  

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The possibility of using furfurol for the production of ash-free high-strength active carbons with spheroidal particles as adsorbents and catalyst supports is substantiated. A single-stage process that incorporates the resinification of furfurol, the molding of a spherical product, and its hardening while allowing the process cycle time and the cost of equipment to be reduced is developed. Derivatographic, X-ray diffraction, mercury porometric, and adsorption studies of the carbonization of the molded spherical product are performed to characterize the development of the primary and porous structures of carbon residues. Ash-free active carbons with spheroidal particles, a full volume of sorbing micro- and mesopores (up to 1.50 cm 3 /g), and a uniquely high mechanical strength (its abrasion rate is three orders of magnitude lower than that of industrial active carbons) are obtained via the vapor-gas activation of a carbonized product. The obtained active carbons are superior to all known foreign and domestic analogues and are promising for the production of catalysts that operate under severe regimes, i.e., in moving and fluidized beds.

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Gur’yanov, V.V., Mukhin, V.M. & Kurilkin, A.A. Developing ash-free high-strength spherical carbon catalyst supports. Catal. Ind. 5 , 156–163 (2013). https://doi.org/10.1134/S2070050413020062

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Received : 08 December 2011

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