diff --git a/README.md b/README.md
index 7ec226f6e..4d23640e3 100644
--- a/README.md
+++ b/README.md
@@ -52,6 +52,6 @@ Whether you're novice or pro, the CodeCombat team is ready to help you implement
 
 ----------
 
-[![](https://dl.dropboxusercontent.com/u/138899/GitHub%20Wikis/challengepost.png)](http://codecombat.challengepost.com/?utm_source-github&utm_medium-oswidget&utm_campaign-codecombat)
+[![](https://dl.dropboxusercontent.com/u/138899/GitHub%20Wikis/challengepost.png)](http://codecombat.challengepost.com/?utm_source=github&utm_medium=oswidget&utm_campaign=codecombat)
 
 [![](http://1-ps.googleusercontent.com/x/s.google-melange.appspot.com/www.google-melange.com/soc/content/2-1-20140225/images/gsoc/logo/920x156xbanner-gsoc2014.png.pagespeed.ic.gdr4t3Igca.png)](http://www.google-melange.com/gsoc/homepage/google/gsoc2014)
\ No newline at end of file
diff --git a/app/application.coffee b/app/application.coffee
index 6b0c7f80b..860aee96e 100644
--- a/app/application.coffee
+++ b/app/application.coffee
@@ -44,8 +44,13 @@ Application = initialize: ->
   }, (t) =>
     @router = new Router()
     @router.subscribe()
-    Object.freeze this if typeof Object.freeze is 'function'
-    @router = Router
+    @idleTracker = new Idle
+      onAway: => @userIsIdle = true
+      onAwayBack: => @userIsIdle = false
+      onHidden: => @userIsIdle = true
+      onVisible: => @userIsIdle = false
+      awayTimeout: 5 * 60 * 1000
+    @idleTracker.start()
 
 module.exports = Application
 window.application = Application
diff --git a/app/assets/images/jquery.minicolors.png b/app/assets/images/jquery.minicolors.png
new file mode 100644
index 000000000..8fa1e9d90
Binary files /dev/null and b/app/assets/images/jquery.minicolors.png differ
diff --git a/app/assets/images/level/hud_info_icons.png b/app/assets/images/level/hud_info_icons.png
new file mode 100644
index 000000000..bff087119
Binary files /dev/null and b/app/assets/images/level/hud_info_icons.png differ
diff --git a/app/assets/images/level/info_icons.png b/app/assets/images/level/info_icons.png
deleted file mode 100644
index de9ecfb6f..000000000
Binary files a/app/assets/images/level/info_icons.png and /dev/null differ
diff --git a/app/assets/images/level/prop_health.png b/app/assets/images/level/prop_health.png
deleted file mode 100644
index 87f3c8407..000000000
Binary files a/app/assets/images/level/prop_health.png and /dev/null differ
diff --git a/app/assets/images/level/prop_inventory.png b/app/assets/images/level/prop_inventory.png
deleted file mode 100644
index 37f147521..000000000
Binary files a/app/assets/images/level/prop_inventory.png and /dev/null differ
diff --git a/app/assets/images/level/prop_pos.png b/app/assets/images/level/prop_pos.png
deleted file mode 100644
index d3461a8e2..000000000
Binary files a/app/assets/images/level/prop_pos.png and /dev/null differ
diff --git a/app/assets/images/level/prop_target.png b/app/assets/images/level/prop_target.png
deleted file mode 100644
index 0f2b411ac..000000000
Binary files a/app/assets/images/level/prop_target.png and /dev/null differ
diff --git a/app/assets/images/pages/play/ladder/humans_ladder_easy.png b/app/assets/images/pages/play/ladder/humans_ladder_easy.png
new file mode 100644
index 000000000..ea34dcc5b
Binary files /dev/null and b/app/assets/images/pages/play/ladder/humans_ladder_easy.png differ
diff --git a/app/assets/images/pages/play/ladder/humans_ladder_hard.png b/app/assets/images/pages/play/ladder/humans_ladder_hard.png
new file mode 100644
index 000000000..8cd03225d
Binary files /dev/null and b/app/assets/images/pages/play/ladder/humans_ladder_hard.png differ
diff --git a/app/assets/images/pages/play/ladder/humans_ladder_medium.png b/app/assets/images/pages/play/ladder/humans_ladder_medium.png
new file mode 100644
index 000000000..f4b5fdf94
Binary files /dev/null and b/app/assets/images/pages/play/ladder/humans_ladder_medium.png differ
diff --git a/app/assets/images/pages/play/ladder/humans_ladder_tutorial.png b/app/assets/images/pages/play/ladder/humans_ladder_tutorial.png
new file mode 100644
index 000000000..8e34fc924
Binary files /dev/null and b/app/assets/images/pages/play/ladder/humans_ladder_tutorial.png differ
diff --git a/app/assets/images/pages/play/ladder/ogres_ladder_easy.png b/app/assets/images/pages/play/ladder/ogres_ladder_easy.png
new file mode 100644
index 000000000..d5e4695ff
Binary files /dev/null and b/app/assets/images/pages/play/ladder/ogres_ladder_easy.png differ
diff --git a/app/assets/images/pages/play/ladder/ogres_ladder_hard.png b/app/assets/images/pages/play/ladder/ogres_ladder_hard.png
new file mode 100644
index 000000000..36204caf5
Binary files /dev/null and b/app/assets/images/pages/play/ladder/ogres_ladder_hard.png differ
diff --git a/app/assets/images/pages/play/ladder/ogres_ladder_medium.png b/app/assets/images/pages/play/ladder/ogres_ladder_medium.png
new file mode 100644
index 000000000..5e327d74b
Binary files /dev/null and b/app/assets/images/pages/play/ladder/ogres_ladder_medium.png differ
diff --git a/app/assets/images/pages/play/ladder/ogres_ladder_tutorial.png b/app/assets/images/pages/play/ladder/ogres_ladder_tutorial.png
new file mode 100644
index 000000000..16e952728
Binary files /dev/null and b/app/assets/images/pages/play/ladder/ogres_ladder_tutorial.png differ
diff --git a/app/lib/AudioPlayer.coffee b/app/lib/AudioPlayer.coffee
index 122509dcc..40b07974d 100644
--- a/app/lib/AudioPlayer.coffee
+++ b/app/lib/AudioPlayer.coffee
@@ -38,6 +38,7 @@ class AudioPlayer extends CocoClass
   constructor: () ->
     super()
     @ext = if createjs.Sound.getCapability('mp3') then '.mp3' else '.ogg'
+    @camera = null
     @listenToSound()
     @createNewManifest()
     @soundsToPlayWhenLoaded = {}
@@ -51,6 +52,14 @@ class AudioPlayer extends CocoClass
     # So for now, we'll just load through SoundJS instead.
     createjs.Sound.on 'fileload', @onSoundLoaded
 
+  applyPanning: (options, pos) ->
+    sup = @camera.worldToSurface pos
+    svp = @camera.surfaceViewport
+    pan = Math.max -1, Math.min 1, ((sup.x - svp.x) - svp.width / 2) / svp.width
+    dst = @camera.distanceRatioTo pos
+    vol = Math.min 1, options.volume / Math.pow (dst + 0.2), 2
+    volume: options.volume, delay: options.delay, pan: pan
+
   # PUBLIC LOADING METHODS
 
   soundForDialogue: (message, soundTriggers) ->
@@ -78,8 +87,12 @@ class AudioPlayer extends CocoClass
       @preloadInterfaceSounds [name] unless filename of cache
       @soundsToPlayWhenLoaded[name] = volume
 
-  playSound: (name, volume=1) ->
-    createjs.Sound.play name, {volume: (me.get('volume') ? 1) * volume}
+  playSound: (name, volume=1, delay=0, pos=null) ->
+    audioOptions = {volume: (me.get('volume') ? 1) * volume, delay: delay}
+    unless @camera is null or pos is null
+      audioOptions = @applyPanning audioOptions, pos
+    instance = createjs.Sound.play name, audioOptions
+    instance
 
 #  # TODO: load Interface sounds somehow, somewhere, somewhen
 
diff --git a/app/lib/CocoClass.coffee b/app/lib/CocoClass.coffee
index 22dc25f64..67a8e4cac 100644
--- a/app/lib/CocoClass.coffee
+++ b/app/lib/CocoClass.coffee
@@ -20,6 +20,7 @@ module.exports = class CocoClass
   destroy: ->
     # teardown subscriptions, prevent new ones
     @stopListening?()
+    @off()
     @unsubscribeAll()
     @stopListeningToShortcuts()
     @[key] = undefined for key of @
diff --git a/app/lib/God.coffee b/app/lib/God.coffee
index 3f80500bf..3839013a6 100644
--- a/app/lib/God.coffee
+++ b/app/lib/God.coffee
@@ -30,7 +30,7 @@ module.exports = class God
     @createWorld()
 
   fillWorkerPool: =>
-    return unless Worker
+    return unless Worker and not @dead
     @workerPool ?= []
     if @workerPool.length < @maxWorkerPoolSize
       @workerPool.push @createWorker()
@@ -194,8 +194,8 @@ class Angel
     @ids[@lastID]
 
   # https://github.com/codecombat/codecombat/issues/81 -- TODO: we need to wait for worker initialization first
-  infiniteLoopIntervalDuration: 5000  # check this often (must be more than the others added)
-  infiniteLoopTimeoutDuration: 1500  # wait this long when we check
+  infiniteLoopIntervalDuration: 7500  # check this often (must be more than the others added)
+  infiniteLoopTimeoutDuration: 2500  # wait this long when we check
   abortTimeoutDuration: 500  # give in-process or dying workers this long to give up
   constructor: (@god) ->
     @id = Angel.nextID()
@@ -227,7 +227,7 @@ class Angel
       _.delay ->
         worker.terminate()
         worker.removeEventListener 'message', onWorkerMessage
-      , 1000
+      , 3000
       @worker = null
     @
 
diff --git a/app/lib/LevelLoader.coffee b/app/lib/LevelLoader.coffee
index 52865a8b1..a0e1d78b7 100644
--- a/app/lib/LevelLoader.coffee
+++ b/app/lib/LevelLoader.coffee
@@ -70,6 +70,7 @@ module.exports = class LevelLoader extends CocoClass
     @session.loaded and ((not @opponentSession) or @opponentSession.loaded)
 
   onSessionLoaded: ->
+    return if @destroyed
     # TODO: maybe have all non versioned models do this? Or make it work to PUT/PATCH to relative urls
     if @session.loaded
       @session.url = -> '/db/level.session/' + @id
@@ -171,6 +172,7 @@ module.exports = class LevelLoader extends CocoClass
     t0 = new Date()
     @spriteSheetsToBuild += 1
     thangType.once 'build-complete', =>
+      return if @destroyed
       @spriteSheetsBuilt += 1
       @notifyProgress()
       console.log "Built", thangType.get('name'), 'after', ((new Date()) - t0), 'ms'
@@ -227,6 +229,7 @@ module.exports = class LevelLoader extends CocoClass
   notifyProgress: ->
     Backbone.Mediator.publish 'level-loader:progress-changed', progress: @progress()
     @initWorld() if @allDone()
+    @trigger 'progress'
     @trigger 'loaded-all' if @progress() is 1
 
   destroy: ->
diff --git a/app/lib/Router.coffee b/app/lib/Router.coffee
index 43d53c479..db70b8c74 100644
--- a/app/lib/Router.coffee
+++ b/app/lib/Router.coffee
@@ -19,7 +19,7 @@ module.exports = class CocoRouter extends Backbone.Router
     'editor/:model(/:slug_or_id)(/:subview)': 'editorModelView'
     
     # Experimenting with direct links
-    'play/ladder/:levelID/team/:team': go('play/ladder/team_view')
+#    'play/ladder/:levelID/team/:team': go('play/ladder/team_view')
 
     # db and file urls call the server directly
     'db/*path': 'routeToServer'
@@ -90,7 +90,7 @@ module.exports = class CocoRouter extends Backbone.Router
       @cache[route].fromCache = true
       return @cache[route]
     view = @getView(route)
-    @cache[route] = view unless view and view.cache is false
+    @cache[route] = view if view?.cache
     return view
     
   routeDirectly: (path, args) ->
diff --git a/app/lib/auth.coffee b/app/lib/auth.coffee
index 2af810b37..df2b2b6c3 100644
--- a/app/lib/auth.coffee
+++ b/app/lib/auth.coffee
@@ -43,7 +43,12 @@ init = ->
   module.exports.me = window.me = new User(storedUser)
   me.url = -> '/auth/whoami'
   me.fetch()
+  
+  retry = -> me.fetch() # blindly try again
+  error = -> setTimeout(retry, 1000) # blindly try again
+  me.on 'error', error, @
   me.on 'sync', ->
+    me.off 'error', error, @ if firstTime
     me.url = -> "/db/user/#{me.id}"
     trackFirstArrival() if firstTime
     if me and not me.get('testGroupNumber')?
diff --git a/app/lib/errors.coffee b/app/lib/errors.coffee
index 372507d0c..8e7fe4203 100644
--- a/app/lib/errors.coffee
+++ b/app/lib/errors.coffee
@@ -21,7 +21,7 @@ module.exports.genericFailure = (jqxhr) ->
   if existingForm[0]
     missingErrors = applyErrorsToForm(existingForm, [error])
     for error in missingErrors
-      existingForm.append($('<div class="alert"></div>').text(error.message))
+      existingForm.append($('<div class="alert alert-danger"></div>').text(error.message))
   else
     res = errorModalTemplate(
       status:jqxhr.status
diff --git a/app/lib/simulator/Simulator.coffee b/app/lib/simulator/Simulator.coffee
index 521e810c7..f41c0acb3 100644
--- a/app/lib/simulator/Simulator.coffee
+++ b/app/lib/simulator/Simulator.coffee
@@ -10,6 +10,11 @@ module.exports = class Simulator
     @trigger 'statusUpdate', 'Starting simulation!'
     @retryDelayInSeconds = 10
     @taskURL = '/queue/scoring'
+    
+  destroy: ->
+    @off()
+    @cleanupSimulation()
+    # TODO: More teardown?
 
   fetchAndSimulateTask: =>
     @trigger 'statusUpdate', 'Fetching simulation data!'
@@ -99,7 +104,7 @@ module.exports = class Simulator
     @fetchAndSimulateTask()
 
   cleanupSimulation: ->
-    @god.destroy()
+    @god?.destroy()
     @god = null
     @world = null
     @level = null
@@ -207,7 +212,12 @@ module.exports = class Simulator
   transpileSpell: (thang, spellKey, methodName) ->
     slugifiedThangID = _.string.slugify thang.id
     source = @currentUserCodeMap[[slugifiedThangID,methodName].join '/'] ? ""
-    @spells[spellKey].thangs[thang.id].aether.transpile source
+    aether = @spells[spellKey].thangs[thang.id].aether
+    try
+      aether.transpile source
+    catch e
+      console.log "Couldn't transpile #{spellKey}:\n#{source}\n", e
+      aether.transpile ''
 
   createAether: (methodName, method) ->
     aetherOptions =
diff --git a/app/lib/sprites/SpriteParser.coffee b/app/lib/sprites/SpriteParser.coffee
index 75288c5fa..15fe749cd 100644
--- a/app/lib/sprites/SpriteParser.coffee
+++ b/app/lib/sprites/SpriteParser.coffee
@@ -2,7 +2,10 @@ module.exports = class SpriteParser
   constructor: (@thangTypeModel) ->
     # Create a new ThangType, or work with one we've been building
     @thangType = _.cloneDeep(@thangTypeModel.attributes.raw)
-    @thangType ?= {shapes: {}, containers: {}, animations: {}}
+    @thangType ?= {}
+    @thangType.shapes ?= {}
+    @thangType.containers ?= {}
+    @thangType.animations ?= {}
 
     # Internal parser state
     @shapeLongKeys = {}
@@ -24,6 +27,11 @@ module.exports = class SpriteParser
       @animationLongKeys[longKey] = shortKey
 
   parse: (source) ->
+    # Grab the library properties' width/height so we can subtract half of each from frame bounds
+    properties = source.match(/.*lib\.properties = \{\n.*?width: (\d+),\n.*?height: (\d+)/im)
+    @width = parseInt(properties?[1] ? "0", 10)
+    @height = parseInt(properties?[2] ? "0", 10)
+
     options = {loc: false, range: true}
     ast = esprima.parse source, options
     blocks = @findBlocks ast, source
@@ -178,11 +186,18 @@ module.exports = class SpriteParser
                 else if arg.type is 'AssignmentExpression'
                   bounds = @grabFunctionArguments argSource.replace('rect=', ''), true
                   lastRect = bounds
+                else if arg.type is 'Literal' and arg.value is null
+                  bounds = [0, 0, 1, 1]  # Let's try this.
                 frameBounds.push bounds
           else
             console.log "Didn't have multiframe bounds for this movie clip!"
             frameBounds = [nominalBounds]
 
+          # Subtract half of width/height parsed from lib.properties
+          for bounds in frameBounds
+            bounds[0] -= @width / 2
+            bounds[1] -= @height / 2
+
           functionExpressions.push {name: name, bounds: nominalBounds, frameBounds: frameBounds, expression: node.parent.parent, kind: kind}
     @walk ast, null, gatherFunctionExpressions
     functionExpressions
diff --git a/app/lib/surface/Camera.coffee b/app/lib/surface/Camera.coffee
index 6c5ec946f..07c4fbbcc 100644
--- a/app/lib/surface/Camera.coffee
+++ b/app/lib/surface/Camera.coffee
@@ -5,8 +5,8 @@ CocoClass = require 'lib/CocoClass'
 r2d = (radians) -> radians * 180 / Math.PI
 d2r = (degrees) -> degrees / 180 * Math.PI
 
-MAX_ZOOM = 8
-MIN_ZOOM = 0.1
+MAX_ZOOM = 4
+MIN_ZOOM = 0.05
 DEFAULT_ZOOM = 2.0
 DEFAULT_TARGET = {x:0, y:0}
 DEFAULT_TIME = 1000
@@ -42,6 +42,7 @@ module.exports = class Camera extends CocoClass
     'level:restarted': 'onLevelRestarted'
     'sprite:mouse-down': 'onMouseDown'
     'sprite:dragged': 'onMouseDragged'
+    'camera-zoom-to': 'onZoomTo'
 
   # TODO: Fix tests to not use mainLayer
   constructor: (@canvasWidth, @canvasHeight, angle=Math.asin(0.75), hFOV=d2r(30)) ->
@@ -169,7 +170,7 @@ module.exports = class Camera extends CocoClass
   onMouseDown: (e) ->
     return if @dragDisabled
     @lastPos = {x: e.originalEvent.rawX, y: e.originalEvent.rawY}
-    
+
   onMouseDragged: (e) ->
     return if @dragDisabled
     target = @boundTarget(@target, @zoom)
@@ -180,7 +181,7 @@ module.exports = class Camera extends CocoClass
     @zoomTo newPos, @zoom, 0
     @lastPos = {x: e.originalEvent.rawX, y: e.originalEvent.rawY}
     Backbone.Mediator.publish 'camera:dragged'
-    
+
   onLevelRestarted: ->
     @setBounds(@firstBounds, false)
 
@@ -220,7 +221,7 @@ module.exports = class Camera extends CocoClass
     newTarget ?= {x:0, y:0}
     newTarget = (@newTarget or @target) if @locked
     newZoom = Math.min((Math.max @minZoom, newZoom), MAX_ZOOM)
-    
+
     thangType = @target?.sprite?.thangType
     if thangType
       @offset = _.clone(thangType.get('positions')?.torso or {x: 0, y:0})
@@ -229,7 +230,7 @@ module.exports = class Camera extends CocoClass
       @offset.y *= scale
     else
       @offset = {x: 0, y:0}
-      
+
     return if @zoom is newZoom and newTarget is newTarget.x and newTarget.y is newTarget.y
 
     @finishTween(true)
@@ -247,7 +248,7 @@ module.exports = class Camera extends CocoClass
       @target = newTarget
       @zoom = newZoom
       @updateZoom true
-      
+
   focusedOnSprite: ->
     return @target?.name
 
@@ -308,3 +309,6 @@ module.exports = class Camera extends CocoClass
     createjs.Tween.removeTweens @
     @finishTween = null
     super()
+
+  onZoomTo: (pos, time) ->
+    @zoomTo(@worldToSurface(pos), @zoom, time)
diff --git a/app/lib/surface/CocoSprite.coffee b/app/lib/surface/CocoSprite.coffee
index 29ee32371..b454031e1 100644
--- a/app/lib/surface/CocoSprite.coffee
+++ b/app/lib/surface/CocoSprite.coffee
@@ -82,6 +82,7 @@ module.exports = CocoSprite = class CocoSprite extends CocoClass
     @imageObject?.off 'animationend', @playNextAction
     @playNextAction = null
     @displayObject?.off()
+    clearInterval @effectInterval if @effectInterval
     super()
 
   toString: -> "<CocoSprite: #{@thang?.id}>"
@@ -188,14 +189,18 @@ module.exports = CocoSprite = class CocoSprite extends CocoClass
     return 0 unless @thang.bobHeight
     @thang.bobHeight * (1 + Math.sin(@age * Math.PI / @thang.bobTime))
 
-  updatePosition: ->
-    return unless @thang?.pos and @options.camera?
-    [p0, p1] = [@lastPos, @thang.pos]
+  getWorldPosition: ->
+    p1 = @thang.pos
     if bobOffset = @getBobOffset()
       p1 = p1.copy?() or _.clone(p1)
       p1.z += bobOffset
+    x: p1.x, y: p1.y, z: if @thang.isLand then 0 else p1.z - @thang.depth / 2
+
+  updatePosition: ->
+    return unless @thang?.pos and @options.camera?
+    wop = @getWorldPosition()
+    [p0, p1] = [@lastPos, @thang.pos]
     return if p0 and p0.x is p1.x and p0.y is p1.y and p0.z is p1.z and not @options.camera.tweeningZoomTo
-    wop = x: p1.x, y: p1.y, z: if @thang.isLand then 0 else p1.z - @thang.depth / 2
     sup = @options.camera.worldToSurface wop
     [@displayObject.x, @displayObject.y] = [sup.x, sup.y]
     @lastPos = p1.copy?() or _.clone(p1)
@@ -252,7 +257,9 @@ module.exports = CocoSprite = class CocoSprite extends CocoClass
   updateAction: ->
     action = @determineAction()
     isDifferent = action isnt @currentRootAction
-    console.error "action is", action, "for", @thang?.id, "from", @currentRootAction, @thang.action, @thang.getActionName?() if not action and @thang?.actionActivated and @thang.id is 'Artillery'
+    if not action and @thang?.actionActivated and not @stopLogging
+      console.error "action is", action, "for", @thang?.id, "from", @currentRootAction, @thang.action, @thang.getActionName?()
+      @stopLogging = true
     @queueAction(action) if isDifferent or (@thang?.actionActivated and action.name isnt 'move')
     @updateActionDirection()
 
@@ -321,7 +328,7 @@ module.exports = CocoSprite = class CocoSprite extends CocoClass
       return if @thang.health is @lastHealth
       @lastHealth = @thang.health
       healthPct = Math.max(@thang.health / @thang.maxHealth, 0)
-      bar.scaleX = healthPct
+      bar.scaleX = healthPct / bar.baseScale
       healthOffset = @getOffset 'aboveHead'
       [bar.x, bar.y] = [healthOffset.x - bar.width / 2, healthOffset.y]
 
@@ -350,7 +357,7 @@ module.exports = CocoSprite = class CocoSprite extends CocoClass
     bar = @healthBar = createProgressBar(healthColor, healthOffset.y)
     bar.x = healthOffset.x - bar.width / 2
     bar.name = 'health bar'
-    bar.cache 0, -bar.height / 2, bar.width, bar.height
+    bar.cache 0, -bar.height * bar.baseScale / 2, bar.width * bar.baseScale, bar.height * bar.baseScale
     @displayObject.addChild bar
 
   getActionProp: (prop, subProp, def=null) ->
@@ -369,18 +376,56 @@ module.exports = CocoSprite = class CocoSprite extends CocoClass
     scale *= @options.resolutionFactor if prop is 'registration'
     pos.x *= scale
     pos.y *= scale
+    if @thang and prop isnt 'registration'
+      scaleFactor = @thang.scaleFactor ? 1
+      pos.x *= @thang.scaleFactorX ? scaleFactor
+      pos.y *= @thang.scaleFactorY ? scaleFactor
     pos
 
   updateMarks: ->
     return unless @options.camera
-    @addMark 'repair', null, @options.markThangTypes.repair if @thang?.errorsOut
+    @addMark 'repair', null, 'repair' if @thang?.errorsOut
     @marks.repair?.toggle @thang?.errorsOut
     @addMark('bounds').toggle true if @thang?.drawsBounds
     @addMark('shadow').toggle true unless @thangType.get('shadow') is 0
     mark.update() for name, mark of @marks
+    #@thang.effectNames = ['berserk', 'confuse', 'control', 'curse', 'fear', 'poison', 'paralyze', 'regen', 'sleep', 'slow', 'haste']
+    @updateEffectMarks() if @thang?.effectNames?.length or @previousEffectNames?.length
+
+  updateEffectMarks: ->
+    return if _.isEqual @thang.effectNames, @previousEffectNames
+    for effect in @thang.effectNames
+      mark = @addMark effect, @options.floatingLayer, effect
+      mark.statusEffect = true
+      mark.toggle 'on'
+      mark.show()
+
+    if @previousEffectNames
+      for effect in @previousEffectNames
+        mark = @marks[effect]
+        mark.toggle false
+
+    if @thang.effectNames.length > 1 and not @effectInterval
+      @rotateEffect()
+      @effectInterval = setInterval @rotateEffect, 1500
+
+    else if @effectInterval and @thang.effectNames.length <= 1
+      clearInterval @effectInterval
+      @effectInterval = null
+
+    @previousEffectNames = @thang.effectNames
+
+  rotateEffect: =>
+    effects = (m.name for m in _.values(@marks) when m.on and m.statusEffect and m.mark)
+    return unless effects.length
+    effects.sort()
+    @effectIndex ?= 0
+    @effectIndex = (@effectIndex + 1) % effects.length
+    @marks[effect].hide() for effect in effects
+    @marks[effects[@effectIndex]].show()
 
   setHighlight: (to, delay) ->
-    @addMark 'highlight', @options.floatingLayer, @options.markThangTypes.highlight if to
+    @addMark 'highlight', @options.floatingLayer, 'highlight' if to
     @marks.highlight?.highlightDelay = delay
     @marks.highlight?.toggle to and not @dimmed
 
@@ -475,6 +520,6 @@ module.exports = CocoSprite = class CocoSprite extends CocoClass
     return null unless sound
     delay = if withDelay and sound.delay then 1000 * sound.delay / createjs.Ticker.getFPS() else 0
     name = AudioPlayer.nameForSoundReference sound
-    instance = createjs.Sound.play name, "none", delay, 0, 0, volume
+    instance = AudioPlayer.playSound name, volume, delay, @getWorldPosition()
 #    console.log @thang?.id, "played sound", name, "with delay", delay, "volume", volume, "and got sound instance", instance
     instance
diff --git a/app/lib/surface/Mark.coffee b/app/lib/surface/Mark.coffee
index c012b537c..62801a60f 100644
--- a/app/lib/surface/Mark.coffee
+++ b/app/lib/surface/Mark.coffee
@@ -1,5 +1,7 @@
 CocoClass = require 'lib/CocoClass'
 Camera = require './Camera'
+ThangType = require 'models/ThangType'
+markThangTypes = {}
 
 module.exports = class Mark extends CocoClass
   subscriptions: {}
@@ -20,6 +22,7 @@ module.exports = class Mark extends CocoClass
   destroy: ->
     @mark?.parent?.removeChild @mark
     @markSprite?.destroy()
+    @thangType?.off 'sync', @onLoadedThangType, @
     @sprite = null
     super()
 
@@ -27,7 +30,9 @@ module.exports = class Mark extends CocoClass
 
   toggle: (to) ->
     return @ if to is @on
+    return @toggleTo = to unless @mark
     @on = to
+    delete @toggleTo
     if @on
       @layer.addChild @mark
       @layer.updateLayerOrder()
@@ -52,7 +57,7 @@ module.exports = class Mark extends CocoClass
       else if @name is 'debug' then @buildDebug()
       else if @thangType then @buildSprite()
       else console.error "Don't know how to build mark for", @name
-      @mark.mouseEnabled = false
+      @mark?.mouseEnabled = false
     @
 
   buildBounds: ->
@@ -126,15 +131,34 @@ module.exports = class Mark extends CocoClass
     @mark.graphics.endFill()
 
   buildSprite: ->
-    #console.log "building", @name, "with thangtype", @thangType
+    if _.isString @thangType
+      thangType = markThangTypes[@thangType]
+      return @loadThangType() if not thangType
+      @thangType = thangType
+
+    return @thangType.once 'sync', @onLoadedThangType, @ if not @thangType.loaded
     CocoSprite = require './CocoSprite'
     markSprite = new CocoSprite @thangType, @thangType.spriteOptions
     markSprite.queueAction 'idle'
     @mark = markSprite.displayObject
     @markSprite = markSprite
 
+  loadThangType: ->
+    name = @thangType
+    @thangType = new ThangType()
+    @thangType.url = -> "/db/thang.type/#{name}"
+    @thangType.once 'sync', @onLoadedThangType, @
+    @thangType.fetch()
+    markThangTypes[name] = @thangType
+    window.mtt = markThangTypes
+
+  onLoadedThangType: ->
+    @build()
+    @toggle(@toggleTo) if @toggleTo?
+
   update: (pos=null) ->
-    return false unless @on
+    return false unless @on and @mark
+    @mark.visible = not @hidden
     @updatePosition pos
     @updateRotation()
     @updateScale()
@@ -156,10 +180,11 @@ module.exports = class Mark extends CocoClass
       pos ?= @sprite?.displayObject
     @mark.x = pos.x
     @mark.y = pos.y
-    if @name is 'highlight'
+    if @statusEffect or @name is 'highlight'
       offset = @sprite.getOffset 'aboveHead'
       @mark.x += offset.x
       @mark.y += offset.y
+      @mark.y -= 3 if @statusEffect
 
   updateRotation: ->
     if @name is 'debug' or (@name is 'shadow' and @sprite.thang?.shape in ["rectangle", "box"])
@@ -187,3 +212,5 @@ module.exports = class Mark extends CocoClass
 
   stop: -> @markSprite?.stop()
   play: -> @markSprite?.play()
+  hide: -> @hidden = true
+  show: -> @hidden = false
diff --git a/app/lib/surface/SpriteBoss.coffee b/app/lib/surface/SpriteBoss.coffee
index 130d017b7..f84d52a28 100644
--- a/app/lib/surface/SpriteBoss.coffee
+++ b/app/lib/surface/SpriteBoss.coffee
@@ -48,10 +48,6 @@ module.exports = class SpriteBoss extends CocoClass
   thangTypeFor: (type) ->
     _.find @options.thangTypes, (m) -> m.get('original') is type or m.get('name') is type
 
-  markThangTypes: ->
-    highlight: @thangTypeFor "Highlight"
-    repair: @thangTypeFor "Repair"
-
   createLayers: ->
     @spriteLayers = {}
     for [name, priority] in [
@@ -87,11 +83,11 @@ module.exports = class SpriteBoss extends CocoClass
     sprite
 
   createMarks: ->
-    @targetMark = new Mark name: 'target', camera: @camera, layer: @spriteLayers["Ground"], thangType: @thangTypeFor("Target")
-    @selectionMark = new Mark name: 'selection', camera: @camera, layer: @spriteLayers["Ground"], thangType: @thangTypeFor("Selection")
+    @targetMark = new Mark name: 'target', camera: @camera, layer: @spriteLayers["Ground"], thangType: 'target'
+    @selectionMark = new Mark name: 'selection', camera: @camera, layer: @spriteLayers["Ground"], thangType: 'selection'
 
   createSpriteOptions: (options) ->
-    _.extend options, camera: @camera, resolutionFactor: 4, groundLayer: @spriteLayers["Ground"], textLayer: @surfaceTextLayer, floatingLayer: @spriteLayers["Floating"], markThangTypes: @markThangTypes(), spriteSheetCache: @spriteSheetCache, showInvisible: @options.showInvisible
+    _.extend options, camera: @camera, resolutionFactor: 4, groundLayer: @spriteLayers["Ground"], textLayer: @surfaceTextLayer, floatingLayer: @spriteLayers["Floating"], spriteSheetCache: @spriteSheetCache, showInvisible: @options.showInvisible
 
   createIndieSprites: (indieSprites, withWizards) ->
     unless @indieSprites
diff --git a/app/lib/surface/Surface.coffee b/app/lib/surface/Surface.coffee
index 5ce3bf29c..fd278b8cc 100644
--- a/app/lib/surface/Surface.coffee
+++ b/app/lib/surface/Surface.coffee
@@ -302,7 +302,7 @@ module.exports = Surface = class Surface extends CocoClass
       world: @world
     )
 
-    if @lastFrame < @world.totalFrames and @currentFrame >= @world.totalFrames
+    if @lastFrame < @world.totalFrames and @currentFrame >= @world.totalFrames - 1
       @spriteBoss.stop()
       @playbackOverScreen.show()
       @ended = true
@@ -360,6 +360,7 @@ module.exports = Surface = class Surface extends CocoClass
     canvasHeight = parseInt(@canvas.attr('height'), 10)
     @camera?.destroy()
     @camera = new Camera canvasWidth, canvasHeight
+    AudioPlayer.camera = @camera
     @layers.push @surfaceLayer = new Layer name: "Surface", layerPriority: 0, transform: Layer.TRANSFORM_SURFACE, camera: @camera
     @layers.push @surfaceTextLayer = new Layer name: "Surface Text", layerPriority: 1, transform: Layer.TRANSFORM_SURFACE_TEXT, camera: @camera
     @layers.push @screenLayer = new Layer name: "Screen", layerPriority: 2, transform: Layer.TRANSFORM_SCREEN, camera: @camera
@@ -496,12 +497,15 @@ module.exports = Surface = class Surface extends CocoClass
     # seems to be a bug where only one object can register with the Ticker...
     oldFrame = @currentFrame
     oldWorldFrame = Math.floor oldFrame
+    lastFrame = @world.totalFrames - 1
     while true
       Dropper.tick()
       @trailmaster.tick() if @trailmaster
       # Skip some frame updates unless we're playing and not at end (or we haven't drawn much yet)
-      frameAdvanced = (@playing and @currentFrame < @world.totalFrames) or @totalFramesDrawn < 2
-      @currentFrame += @world.frameRate / @options.frameRate if frameAdvanced and @playing
+      frameAdvanced = (@playing and @currentFrame < lastFrame) or @totalFramesDrawn < 2
+      if frameAdvanced and @playing
+        @currentFrame += @world.frameRate / @options.frameRate
+        @currentFrame = Math.min @currentFrame, lastFrame
       newWorldFrame = Math.floor @currentFrame
       worldFrameAdvanced = newWorldFrame isnt oldWorldFrame
       if worldFrameAdvanced
diff --git a/app/lib/surface/WizardSprite.coffee b/app/lib/surface/WizardSprite.coffee
index 665a93bf4..58eec1dc7 100644
--- a/app/lib/surface/WizardSprite.coffee
+++ b/app/lib/surface/WizardSprite.coffee
@@ -22,6 +22,12 @@ module.exports = class WizardSprite extends IndieSprite
     'echo-self-wizard-sprite': 'onEchoSelfWizardSprite'
     'echo-all-wizard-sprites': 'onEchoAllWizardSprites'
 
+  shortcuts:
+    'up': 'onMoveKey'
+    'down': 'onMoveKey'
+    'left': 'onMoveKey'
+    'right': 'onMoveKey'
+
   constructor: (thangType, options) ->
     if options?.isSelf
       options.colorConfig = _.cloneDeep(me.get('wizard')?.colorConfig) or {}
@@ -102,7 +108,7 @@ module.exports = class WizardSprite extends IndieSprite
   defaultPos: -> x: 35, y: 24, z: @thang.depth / 2 + @thang.bobHeight
   move: (pos, duration) -> @setTarget(pos, duration)
 
-  setTarget: (newTarget, duration) ->
+  setTarget: (newTarget, duration, isLinear=false) ->
     # ignore targets you're already heading for
     targetPos = @getPosFromTarget(newTarget)
     return if @targetPos and @targetPos.x is targetPos.x and @targetPos.y is targetPos.y
@@ -115,7 +121,7 @@ module.exports = class WizardSprite extends IndieSprite
     @shoveOtherWizards(true) if @targetSprite
     @targetSprite = if isSprite then newTarget else null
     @targetPos = targetPos
-    @beginMoveTween(duration)
+    @beginMoveTween(duration, isLinear)
     @shoveOtherWizards()
     Backbone.Mediator.publish('self-wizard:target-changed', {sender:@}) if @isSelf
 
@@ -127,7 +133,7 @@ module.exports = class WizardSprite extends IndieSprite
     return target if target.x?
     return target.thang.pos
 
-  beginMoveTween: (duration=1000) ->
+  beginMoveTween: (duration=1000, isLinear=false) ->
     # clear the old tween
     createjs.Tween.removeTweens(@)
 
@@ -140,8 +146,11 @@ module.exports = class WizardSprite extends IndieSprite
       @updatePosition()
       @endMoveTween()
       return
+    if isLinear
+      ease = createjs.Ease.linear
+    else
+      ease = createjs.Ease.getPowInOut(3.0)
 
-    ease = createjs.Ease.getPowInOut(3.0)
     createjs.Tween
       .get(@)
       .to({tweenPercentage:0.0}, duration, ease)
@@ -225,3 +234,22 @@ module.exports = class WizardSprite extends IndieSprite
 
   updateMarks: ->
     super() if @displayObject.visible  # not if we hid the wiz
+
+
+  onMoveKey: (e) ->
+    return unless @isSelf
+    e?.preventDefault()
+    yMovement = 0
+    xMovement = 0
+    yMovement += 2 if key.isPressed('up')
+    yMovement -= 2 if key.isPressed('down')
+    xMovement += 2 if key.isPressed('right')
+    xMovement -= 2 if key.isPressed('left')
+    @moveWizard xMovement, yMovement
+
+  moveWizard: (x, y) ->
+    interval = 500
+    position = {x: @targetPos.x + x, y: @targetPos.y + y}
+    @setTarget(position, interval, true)
+    @updatePosition()
+    Backbone.Mediator.publish 'camera-zoom-to', position, interval
diff --git a/app/lib/surface/sprite_utils.coffee b/app/lib/surface/sprite_utils.coffee
index 6d106e0aa..68984f370 100644
--- a/app/lib/surface/sprite_utils.coffee
+++ b/app/lib/surface/sprite_utils.coffee
@@ -1,16 +1,28 @@
 PROG_BAR_WIDTH = 20
 PROG_BAR_HEIGHT = 2
+PROG_BAR_SCALE = 2.5
+EDGE_SIZE = 0.3
 
 module.exports.createProgressBar = createProgressBar = (color, y, width=PROG_BAR_WIDTH, height=PROG_BAR_HEIGHT) ->
   g = new createjs.Graphics()
   g.setStrokeStyle(1)
+
+  sWidth = width * PROG_BAR_SCALE
+  sHeight = height * PROG_BAR_SCALE
+  sEdge = EDGE_SIZE * PROG_BAR_SCALE
+
+  g.beginFill(createjs.Graphics.getRGB(0, 0, 0))
+  g.drawRect(0, -sHeight/2, sWidth, sHeight, sHeight)
   g.beginFill(createjs.Graphics.getRGB(color...))
-  g.drawRoundRect(0, -1, width, height, height)
+  g.drawRoundRect(sEdge, sEdge - sHeight/2, sWidth-sEdge*2, sHeight-sEdge*2, sHeight-sEdge*2)
 
   s = new createjs.Shape(g)
   s.x = -width / 2
   s.y = y
   s.z = 100
+  s.baseScale = PROG_BAR_SCALE
+  s.scaleX = 1 / PROG_BAR_SCALE
+  s.scaleY = 1 / PROG_BAR_SCALE
   s.width = width
   s.height = height
   return s
diff --git a/app/lib/world/names.coffee b/app/lib/world/names.coffee
index d47f92425..3b1cd0080 100644
--- a/app/lib/world/names.coffee
+++ b/app/lib/world/names.coffee
@@ -44,6 +44,7 @@ module.exports.thangNames = thangNames =
     "Huburt"
     "Sterling"
     "Alistair"
+    "Cid"
     "Remy"
     "Stormy"
     "Halle"
@@ -57,6 +58,11 @@ module.exports.thangNames = thangNames =
     "Nikita"
     "Alana"
     "Lana"
+    "Joan"
+    "Helga"
+    "Annie"
+    "Lukaz"
+    "Gorgin"
   ]
   "Peasant": [
     "Yorik"
@@ -79,6 +85,11 @@ module.exports.thangNames = thangNames =
     "Bernadette"
     "Hershell"
     "Gawain"
+    "Durfkor"
+    "Paps"
+  ]
+  "Peasant F": [
+    "Hilda"
   ]
   "Archer F": [
     "Phoebe"
@@ -111,6 +122,11 @@ module.exports.thangNames = thangNames =
     "Roman"
     "Hunter"
     "Simon"
+    "Robin"
+    "Quinn"
+    "Arty"
+    "Gimsley"
+    "Fidsdale"
   ]
   "Ogre Munchkin M": [
     "Brack"
@@ -150,13 +166,15 @@ module.exports.thangNames = thangNames =
     "Trung"
     "Axe Ox"
     "Vargutt"
+    "Grumus"
+    "Gug"
   ]
   "Ogre F": [
     "Nareng"
     "Morthrug"
     "Glonc"
     "Marghurk"
-    
+    "Martha"
   ]
   "Ogre Brawler": [
     "Grul'thock"
@@ -171,6 +189,7 @@ module.exports.thangNames = thangNames =
     "Borgag"
     "Grognar"
     "Ironjaw"
+    "Tuguro"
   ]
   "Ogre Fangrider": [
     "Dreek"
@@ -222,3 +241,19 @@ module.exports.thangNames = thangNames =
     "Rakash"
     "Drumbaa"
   ]
+  "Burl": [
+    "Borlit"
+    "Burlosh"
+  ]
+  "Griffin Rider": [
+    "Aeoldan"
+  ]
+  "Potion Master": [
+    "Snake"
+  ]
+  "Librarian": [
+    "Hushbaum"
+  ]
+  "Equestrian": [
+    "Reynaldo"
+  ]
diff --git a/app/lib/world/thang_state.coffee b/app/lib/world/thang_state.coffee
index 964f25eda..7ea6a9687 100644
--- a/app/lib/world/thang_state.coffee
+++ b/app/lib/world/thang_state.coffee
@@ -50,8 +50,12 @@ module.exports = class ThangState
       value = @thang.world.getThangByID @specialKeysToValues[specialKey]
     else if type is 'array'
       specialKey = storage[@frameIndex]
-      value = @specialKeysToValues[specialKey]
-      value = value.split('\x1E')  # Record Separator
+      valueString = @specialKeysToValues[specialKey]
+      if valueString and valueString.length > 1
+        # Trim leading Group Separator and trailing Record Separator, split by Record Separators, restore string array.
+        value = valueString.substring(1, valueString.length - 1).split '\x1E'
+      else
+        value = []
     else
       value = storage[@frameIndex]
     value
@@ -133,7 +137,11 @@ module.exports = class ThangState
             storage[frameIndex] = specialKey
           storage[frameIndex] = specialKey
         else if type is 'array'
-          value = value.join '\x1E'  # Record Separator
+          # We make sure the array keys won't collide with any string keys by using some unprintable characters.
+          stringPieces = ['\x1D']  # Group Separator
+          for element in value
+            stringPieces.push element, '\x1E'  # Record Separator(s)
+          value = stringPieces.join('')
           specialKey = specialValuesToKeys[value]
           unless specialKey
             specialKey = specialKeysToValues.length
diff --git a/app/locale/ar.coffee b/app/locale/ar.coffee
index b1d899a65..32716882e 100644
--- a/app/locale/ar.coffee
+++ b/app/locale/ar.coffee
@@ -198,8 +198,9 @@ module.exports = nativeDescription: "العربية", englishDescription: "Arabi
 #    tome_select_spell: "Select a Spell"
 #    tome_select_a_thang: "Select Someone for "
 #    tome_available_spells: "Available Spells"
-#    hud_continue: "Continue (press shift-space)"
+#    hud_continue: "Continue (shift+space)"
 #    spell_saved: "Spell Saved"
+#    skip_tutorial: "Skip (esc)"
 
 #  admin:
 #    av_title: "Admin Views"
@@ -389,7 +390,7 @@ module.exports = nativeDescription: "العربية", englishDescription: "Arabi
 #    artisan_join_step4: "Post your levels on the forum for feedback."
 #    more_about_artisan: "Learn More About Becoming an Artisan"
 #    artisan_subscribe_desc: "Get emails on level editor updates and announcements."
-#    adventurer_sumamry: "Let us be clear about your role: you are the tank. You are going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class is for you."
+#    adventurer_summary: "Let us be clear about your role: you are the tank. You are going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class is for you."
 #    adventurer_introduction: "Let's be clear about your role: you are the tank. You're going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class might be for you."
 #    adventurer_attribute_1: "A thirst for learning. You want to learn how to code and we want to teach you how to code. You'll probably be doing most of the teaching in this case, though."
 #    adventurer_attribute_2: "Charismatic. Be gentle but articulate about what needs improving, and offer suggestions on how to improve."
diff --git a/app/locale/bg.coffee b/app/locale/bg.coffee
index 72ca47fca..2396688fe 100644
--- a/app/locale/bg.coffee
+++ b/app/locale/bg.coffee
@@ -198,8 +198,9 @@ module.exports = nativeDescription: "български език", englishDescri
 #    tome_select_spell: "Select a Spell"
 #    tome_select_a_thang: "Select Someone for "
 #    tome_available_spells: "Available Spells"
-#    hud_continue: "Continue (press shift-space)"
+#    hud_continue: "Continue (shift+space)"
 #    spell_saved: "Spell Saved"
+#    skip_tutorial: "Skip (esc)"
 
 #  admin:
 #    av_title: "Admin Views"
@@ -389,7 +390,7 @@ module.exports = nativeDescription: "български език", englishDescri
 #    artisan_join_step4: "Post your levels on the forum for feedback."
 #    more_about_artisan: "Learn More About Becoming an Artisan"
 #    artisan_subscribe_desc: "Get emails on level editor updates and announcements."
-#    adventurer_sumamry: "Let us be clear about your role: you are the tank. You are going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class is for you."
+#    adventurer_summary: "Let us be clear about your role: you are the tank. You are going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class is for you."
 #    adventurer_introduction: "Let's be clear about your role: you are the tank. You're going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class might be for you."
 #    adventurer_attribute_1: "A thirst for learning. You want to learn how to code and we want to teach you how to code. You'll probably be doing most of the teaching in this case, though."
 #    adventurer_attribute_2: "Charismatic. Be gentle but articulate about what needs improving, and offer suggestions on how to improve."
diff --git a/app/locale/cs.coffee b/app/locale/cs.coffee
index aa32f0aa2..ee87db33d 100644
--- a/app/locale/cs.coffee
+++ b/app/locale/cs.coffee
@@ -200,6 +200,7 @@ module.exports = nativeDescription: "čeština", englishDescription: "Czech", tr
     tome_available_spells: "Dostupná kouzla"
     hud_continue: "Pokračovat (stiskněte shift-mezera)"
     spell_saved: "Kouzlo uloženo"
+#    skip_tutorial: "Skip (esc)"
 
   admin:
     av_title: "Administrátorský pohled"
@@ -389,7 +390,7 @@ module.exports = nativeDescription: "čeština", englishDescription: "Czech", tr
     artisan_join_step4: "Zveřejněte vaši úroveň na fóru pro připomínkování."
     more_about_artisan: "Dozvědět se více o tom, jak se stát kreativním Řemeslníkem"
     artisan_subscribe_desc: "Dostávat emailem oznámení a informace o aktualizacích editoru úrovní."
-#    adventurer_sumamry: "Let us be clear about your role: you are the tank. You are going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class is for you."
+#    adventurer_summary: "Let us be clear about your role: you are the tank. You are going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class is for you."
     adventurer_introduction: "Ujasněme si dopředu jednu věc o vaší roli: budete jako tank. Projdete ohněm. Potřebujeme někoho, kdo odzkouší zbrusu nové úrovně a pomůže identifikovat kde je možno je zlepšit. Ten boj bude ohromný - tvorba her je dlouhý proces, který nikdo nezvládne na první pokus. Máte-li na to a vydržíte-li to, pak toto je vaše skupina."
     adventurer_attribute_1: "Touha po učení se. Vy se chcete naučit programovat a my vás to chceme naučit. Jenom, v tomto případě to budete vy, kdo bude vyučovat."
     adventurer_attribute_2: "Charismatický. Buďte mírný a pečlivě artikulujte co a jak je potřeba zlepšit."
diff --git a/app/locale/da.coffee b/app/locale/da.coffee
index 727e8d713..d3a40c86f 100644
--- a/app/locale/da.coffee
+++ b/app/locale/da.coffee
@@ -200,6 +200,7 @@ module.exports = nativeDescription: "dansk", englishDescription: "Danish", trans
     tome_available_spells: "Tilgængelige trylleformularer"
     hud_continue: "Fortsæt (tryk skift-mellemrum)"
     spell_saved: "Trylleformularen er gemt"
+#    skip_tutorial: "Skip (esc)"
 
   admin:
 #    av_title: "Admin Views"
@@ -389,7 +390,7 @@ module.exports = nativeDescription: "dansk", englishDescription: "Danish", trans
 #    artisan_join_step4: "Post your levels on the forum for feedback."
 #    more_about_artisan: "Learn More About Becoming an Artisan"
 #    artisan_subscribe_desc: "Get emails on level editor updates and announcements."
-#    adventurer_sumamry: "Let us be clear about your role: you are the tank. You are going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class is for you."
+#    adventurer_summary: "Let us be clear about your role: you are the tank. You are going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class is for you."
 #    adventurer_introduction: "Let's be clear about your role: you are the tank. You're going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class might be for you."
 #    adventurer_attribute_1: "A thirst for learning. You want to learn how to code and we want to teach you how to code. You'll probably be doing most of the teaching in this case, though."
 #    adventurer_attribute_2: "Charismatic. Be gentle but articulate about what needs improving, and offer suggestions on how to improve."
diff --git a/app/locale/de.coffee b/app/locale/de.coffee
index aebfcccbb..7e9f4b9ee 100644
--- a/app/locale/de.coffee
+++ b/app/locale/de.coffee
@@ -200,6 +200,7 @@ module.exports = nativeDescription: "Deutsch", englishDescription: "German", tra
     tome_available_spells: "Verfügbare Zauber"
     hud_continue: "Weiter (drücke Shift + Leertaste)"
     spell_saved: "Zauber gespeichert"
+#    skip_tutorial: "Skip (esc)"
 
   admin:
     av_title: "Administrator Übersicht"
@@ -389,7 +390,7 @@ module.exports = nativeDescription: "Deutsch", englishDescription: "German", tra
 #    artisan_join_step4: "Post your levels on the forum for feedback."
 #    more_about_artisan: "Learn More About Becoming an Artisan"
 #    artisan_subscribe_desc: "Get emails on level editor updates and announcements."
-#    adventurer_sumamry: "Let us be clear about your role: you are the tank. You are going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class is for you."
+#    adventurer_summary: "Let us be clear about your role: you are the tank. You are going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class is for you."
 #    adventurer_introduction: "Let's be clear about your role: you are the tank. You're going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class might be for you."
 #    adventurer_attribute_1: "A thirst for learning. You want to learn how to code and we want to teach you how to code. You'll probably be doing most of the teaching in this case, though."
 #    adventurer_attribute_2: "Charismatic. Be gentle but articulate about what needs improving, and offer suggestions on how to improve."
diff --git a/app/locale/el.coffee b/app/locale/el.coffee
index 5425164b7..831c4eee9 100644
--- a/app/locale/el.coffee
+++ b/app/locale/el.coffee
@@ -198,8 +198,9 @@ module.exports = nativeDescription: "ελληνικά", englishDescription: "Gre
 #    tome_select_spell: "Select a Spell"
 #    tome_select_a_thang: "Select Someone for "
 #    tome_available_spells: "Available Spells"
-#    hud_continue: "Continue (press shift-space)"
+#    hud_continue: "Continue (shift+space)"
 #    spell_saved: "Spell Saved"
+#    skip_tutorial: "Skip (esc)"
 
 #  admin:
 #    av_title: "Admin Views"
@@ -389,7 +390,7 @@ module.exports = nativeDescription: "ελληνικά", englishDescription: "Gre
 #    artisan_join_step4: "Post your levels on the forum for feedback."
 #    more_about_artisan: "Learn More About Becoming an Artisan"
 #    artisan_subscribe_desc: "Get emails on level editor updates and announcements."
-#    adventurer_sumamry: "Let us be clear about your role: you are the tank. You are going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class is for you."
+#    adventurer_summary: "Let us be clear about your role: you are the tank. You are going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class is for you."
 #    adventurer_introduction: "Let's be clear about your role: you are the tank. You're going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class might be for you."
 #    adventurer_attribute_1: "A thirst for learning. You want to learn how to code and we want to teach you how to code. You'll probably be doing most of the teaching in this case, though."
 #    adventurer_attribute_2: "Charismatic. Be gentle but articulate about what needs improving, and offer suggestions on how to improve."
diff --git a/app/locale/en-AU.coffee b/app/locale/en-AU.coffee
index 9c115d83d..cce71adb9 100644
--- a/app/locale/en-AU.coffee
+++ b/app/locale/en-AU.coffee
@@ -198,8 +198,9 @@ module.exports = nativeDescription: "English (AU)", englishDescription: "English
 #    tome_select_spell: "Select a Spell"
 #    tome_select_a_thang: "Select Someone for "
 #    tome_available_spells: "Available Spells"
-#    hud_continue: "Continue (press shift-space)"
+#    hud_continue: "Continue (shift+space)"
 #    spell_saved: "Spell Saved"
+#    skip_tutorial: "Skip (esc)"
 
 #  admin:
 #    av_title: "Admin Views"
@@ -389,7 +390,7 @@ module.exports = nativeDescription: "English (AU)", englishDescription: "English
 #    artisan_join_step4: "Post your levels on the forum for feedback."
 #    more_about_artisan: "Learn More About Becoming an Artisan"
 #    artisan_subscribe_desc: "Get emails on level editor updates and announcements."
-#    adventurer_sumamry: "Let us be clear about your role: you are the tank. You are going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class is for you."
+#    adventurer_summary: "Let us be clear about your role: you are the tank. You are going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class is for you."
 #    adventurer_introduction: "Let's be clear about your role: you are the tank. You're going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class might be for you."
 #    adventurer_attribute_1: "A thirst for learning. You want to learn how to code and we want to teach you how to code. You'll probably be doing most of the teaching in this case, though."
 #    adventurer_attribute_2: "Charismatic. Be gentle but articulate about what needs improving, and offer suggestions on how to improve."
diff --git a/app/locale/en-GB.coffee b/app/locale/en-GB.coffee
index 12bac5e6f..7dcad9c36 100644
--- a/app/locale/en-GB.coffee
+++ b/app/locale/en-GB.coffee
@@ -198,8 +198,9 @@ module.exports = nativeDescription: "English (UK)", englishDescription: "English
 #    tome_select_spell: "Select a Spell"
 #    tome_select_a_thang: "Select Someone for "
 #    tome_available_spells: "Available Spells"
-#    hud_continue: "Continue (press shift-space)"
+#    hud_continue: "Continue (shift+space)"
 #    spell_saved: "Spell Saved"
+#    skip_tutorial: "Skip (esc)"
 
 #  admin:
 #    av_title: "Admin Views"
@@ -389,7 +390,7 @@ module.exports = nativeDescription: "English (UK)", englishDescription: "English
 #    artisan_join_step4: "Post your levels on the forum for feedback."
 #    more_about_artisan: "Learn More About Becoming an Artisan"
 #    artisan_subscribe_desc: "Get emails on level editor updates and announcements."
-#    adventurer_sumamry: "Let us be clear about your role: you are the tank. You are going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class is for you."
+#    adventurer_summary: "Let us be clear about your role: you are the tank. You are going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class is for you."
 #    adventurer_introduction: "Let's be clear about your role: you are the tank. You're going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class might be for you."
 #    adventurer_attribute_1: "A thirst for learning. You want to learn how to code and we want to teach you how to code. You'll probably be doing most of the teaching in this case, though."
 #    adventurer_attribute_2: "Charismatic. Be gentle but articulate about what needs improving, and offer suggestions on how to improve."
diff --git a/app/locale/en-US.coffee b/app/locale/en-US.coffee
index e34074395..1bcf71a71 100644
--- a/app/locale/en-US.coffee
+++ b/app/locale/en-US.coffee
@@ -198,8 +198,9 @@ module.exports = nativeDescription: "English (US)", englishDescription: "English
 #    tome_select_spell: "Select a Spell"
 #    tome_select_a_thang: "Select Someone for "
 #    tome_available_spells: "Available Spells"
-#    hud_continue: "Continue (press shift-space)"
+#    hud_continue: "Continue (shift+space)"
 #    spell_saved: "Spell Saved"
+#    skip_tutorial: "Skip (esc)"
 
 #  admin:
 #    av_title: "Admin Views"
@@ -389,7 +390,7 @@ module.exports = nativeDescription: "English (US)", englishDescription: "English
 #    artisan_join_step4: "Post your levels on the forum for feedback."
 #    more_about_artisan: "Learn More About Becoming an Artisan"
 #    artisan_subscribe_desc: "Get emails on level editor updates and announcements."
-#    adventurer_sumamry: "Let us be clear about your role: you are the tank. You are going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class is for you."
+#    adventurer_summary: "Let us be clear about your role: you are the tank. You are going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class is for you."
 #    adventurer_introduction: "Let's be clear about your role: you are the tank. You're going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class might be for you."
 #    adventurer_attribute_1: "A thirst for learning. You want to learn how to code and we want to teach you how to code. You'll probably be doing most of the teaching in this case, though."
 #    adventurer_attribute_2: "Charismatic. Be gentle but articulate about what needs improving, and offer suggestions on how to improve."
diff --git a/app/locale/en.coffee b/app/locale/en.coffee
index 63b228460..2766dda9c 100644
--- a/app/locale/en.coffee
+++ b/app/locale/en.coffee
@@ -122,6 +122,7 @@ module.exports = nativeDescription: "English", englishDescription: "English", tr
     wizard_tab: "Wizard"
     password_tab: "Password"
     emails_tab: "Emails"
+    admin: "Admin"
     gravatar_select: "Select which Gravatar photo to use"
     gravatar_add_photos: "Add thumbnails and photos to a Gravatar account for your email to choose an image."
     gravatar_add_more_photos: "Add more photos to your Gravatar account to access them here."
@@ -130,6 +131,7 @@ module.exports = nativeDescription: "English", englishDescription: "English", tr
     new_password_verify: "Verify"
     email_subscriptions: "Email Subscriptions"
     email_announcements: "Announcements"
+    email_notifications: "Notifications"
     email_notifications_description: "Get periodic notifications for your account."
     email_announcements_description: "Get emails on the latest news and developments at CodeCombat."
     contributor_emails: "Contributor Class Emails"
@@ -177,6 +179,9 @@ module.exports = nativeDescription: "English", englishDescription: "English", tr
     victory_sign_up: "Sign Up to Save Progress"
     victory_sign_up_poke: "Want to save your code? Create a free account!"
     victory_rate_the_level: "Rate the level: "
+    victory_rank_my_game: "Rank My Game"
+    victory_ranking_game: "Submitting..."
+    victory_return_to_ladder: "Return to Ladder"
     victory_play_next_level: "Play Next Level"
     victory_go_home: "Go Home"
     victory_review: "Tell us more!"
@@ -198,8 +203,9 @@ module.exports = nativeDescription: "English", englishDescription: "English", tr
     tome_select_spell: "Select a Spell"
     tome_select_a_thang: "Select Someone for "
     tome_available_spells: "Available Spells"
-    hud_continue: "Continue (press shift-space)"
+    hud_continue: "Continue (shift+space)"
     spell_saved: "Spell Saved"
+    skip_tutorial: "Skip (esc)"
 
   admin:
     av_title: "Admin Views"
@@ -224,6 +230,8 @@ module.exports = nativeDescription: "English", englishDescription: "English", tr
     contact_us: "contact us!"
     hipchat_prefix: "You can also find us in our"
     hipchat_url: "HipChat room."
+    revert: "Revert"
+    revert_models: "Revert Models"
     level_some_options: "Some Options?"
     level_tab_thangs: "Thangs"
     level_tab_scripts: "Scripts"
@@ -246,6 +254,12 @@ module.exports = nativeDescription: "English", englishDescription: "English", tr
     create_system_title: "Create New System"
     new_component_title: "Create New Component"
     new_component_field_system: "System"
+    new_article_title: "Create a New Article"
+    new_thang_title: "Create a New Thang Type"
+    new_level_title: "Create a New Level"
+    article_search_title: "Search Articles Here"
+    thang_search_title: "Search Thang Types Here"
+    level_search_title: "Search Levels Here"
 
   article:
     edit_btn_preview: "Preview"
@@ -262,6 +276,7 @@ module.exports = nativeDescription: "English", englishDescription: "English", tr
     description: "Description"
     or: "or"
     email: "Email"
+    password: "Password"
     message: "Message"
 
   about:
@@ -399,7 +414,7 @@ module.exports = nativeDescription: "English", englishDescription: "English", tr
     more_about_adventurer: "Learn More About Becoming an Adventurer"
     adventurer_subscribe_desc: "Get emails when there are new levels to test."
     scribe_summary_pref: "CodeCombat is not just going to be a bunch of levels. It will also be a resource of programming knowledge that players can hook into. That way, each Artisan can link to a detailed article that for the player's edification: documentation akin to what the "
-    scribe_summary_sufx: " has built. If you enjoy explaining programming concepts, then this class is for you."
+    scribe_summary_suf: " has built. If you enjoy explaining programming concepts, then this class is for you."
     scribe_introduction_pref: "CodeCombat isn't just going to be a bunch of levels. It will also include a resource for knowledge, a wiki of programming concepts that levels can hook into. That way rather than each Artisan having to describe in detail what a comparison operator is, they can simply link their level to the Article describing them that is already written for the player's edification. Something along the lines of what the "
     scribe_introduction_url_mozilla: "Mozilla Developer Network"
     scribe_introduction_suf: " has built. If your idea of fun is articulating the concepts of programming in Markdown form, then this class might be for you."
diff --git a/app/locale/es-419.coffee b/app/locale/es-419.coffee
index 476b9fa7d..237fb3a69 100644
--- a/app/locale/es-419.coffee
+++ b/app/locale/es-419.coffee
@@ -200,6 +200,7 @@ module.exports = nativeDescription: "español (América Latina)", englishDescrip
     tome_available_spells: "Hechizos Disponibles"
     hud_continue: "Continuar (presionar shift+space)"
 #    spell_saved: "Spell Saved"
+#    skip_tutorial: "Skip (esc)"
 
 #  admin:
 #    av_title: "Admin Views"
@@ -389,7 +390,7 @@ module.exports = nativeDescription: "español (América Latina)", englishDescrip
 #    artisan_join_step4: "Post your levels on the forum for feedback."
 #    more_about_artisan: "Learn More About Becoming an Artisan"
 #    artisan_subscribe_desc: "Get emails on level editor updates and announcements."
-#    adventurer_sumamry: "Let us be clear about your role: you are the tank. You are going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class is for you."
+#    adventurer_summary: "Let us be clear about your role: you are the tank. You are going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class is for you."
 #    adventurer_introduction: "Let's be clear about your role: you are the tank. You're going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class might be for you."
 #    adventurer_attribute_1: "A thirst for learning. You want to learn how to code and we want to teach you how to code. You'll probably be doing most of the teaching in this case, though."
 #    adventurer_attribute_2: "Charismatic. Be gentle but articulate about what needs improving, and offer suggestions on how to improve."
diff --git a/app/locale/es-ES.coffee b/app/locale/es-ES.coffee
index 5b911e4b1..be9c83a7d 100644
--- a/app/locale/es-ES.coffee
+++ b/app/locale/es-ES.coffee
@@ -200,6 +200,7 @@ module.exports = nativeDescription: "español (ES)", englishDescription: "Spanis
     tome_available_spells: "Hechizos disponibles"
     hud_continue: "Continuar (pulsa Shift+Space)"
     spell_saved: "Hechizo guardado"
+#    skip_tutorial: "Skip (esc)"
 
 #  admin:
 #    av_title: "Admin Views"
@@ -389,7 +390,7 @@ module.exports = nativeDescription: "español (ES)", englishDescription: "Spanis
     artisan_join_step4: "Publica tus niveles en el foro para recibir comentarios críticos."
     more_about_artisan: "Aprende más sobre convertirte en un Artesano creativo"
     artisan_subscribe_desc: "Recibe correos sobre actualizaciones del editor de niveles y anuncios."
-#    adventurer_sumamry: "Let us be clear about your role: you are the tank. You are going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class is for you."
+#    adventurer_summary: "Let us be clear about your role: you are the tank. You are going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class is for you."
     adventurer_introduction: "Hablemos claro sobre tu papel: eres el tanque. Vas a recibir fuertes daños. Necesitamos gente para probar nuestros flamantes niveles y ayudar a mejorarlos. El dolor será enorme; hacer buenos juegos es un proceso largo y nadie lo consigue a la primera. Si puedes resistir y tener una puntuación alta en Resistencia, entonces esta Clase es para ti."
     adventurer_attribute_1: "Estar sediento de conocimientos. Quieres aprender a programar y nosotros queremos enseñarte cómo hacerlo. Aunque en este caso es más probable que seas tú el que esté haciendo la mayor parte de la enseñanza."
     adventurer_attribute_2: "Carismático. Se amable pero claro a la hora de desglosar qué necesita ser mejorado y sugiere de qué formas podría hacerse."
diff --git a/app/locale/es.coffee b/app/locale/es.coffee
index fabd7b970..f576a0c85 100644
--- a/app/locale/es.coffee
+++ b/app/locale/es.coffee
@@ -200,6 +200,7 @@ module.exports = nativeDescription: "español", englishDescription: "Spanish", t
     tome_available_spells: "Hechizos Disponibles"
     hud_continue: "Continuar (presionar shift+space)"
 #    spell_saved: "Spell Saved"
+#    skip_tutorial: "Skip (esc)"
 
 #  admin:
 #    av_title: "Admin Views"
@@ -389,7 +390,7 @@ module.exports = nativeDescription: "español", englishDescription: "Spanish", t
 #    artisan_join_step4: "Post your levels on the forum for feedback."
 #    more_about_artisan: "Learn More About Becoming an Artisan"
 #    artisan_subscribe_desc: "Get emails on level editor updates and announcements."
-#    adventurer_sumamry: "Let us be clear about your role: you are the tank. You are going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class is for you."
+#    adventurer_summary: "Let us be clear about your role: you are the tank. You are going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class is for you."
 #    adventurer_introduction: "Let's be clear about your role: you are the tank. You're going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class might be for you."
 #    adventurer_attribute_1: "A thirst for learning. You want to learn how to code and we want to teach you how to code. You'll probably be doing most of the teaching in this case, though."
 #    adventurer_attribute_2: "Charismatic. Be gentle but articulate about what needs improving, and offer suggestions on how to improve."
diff --git a/app/locale/fa.coffee b/app/locale/fa.coffee
index 36d6b4991..a0e1c046b 100644
--- a/app/locale/fa.coffee
+++ b/app/locale/fa.coffee
@@ -198,8 +198,9 @@ module.exports = nativeDescription: "فارسی", englishDescription: "Persian",
 #    tome_select_spell: "Select a Spell"
 #    tome_select_a_thang: "Select Someone for "
 #    tome_available_spells: "Available Spells"
-#    hud_continue: "Continue (press shift-space)"
+#    hud_continue: "Continue (shift+space)"
 #    spell_saved: "Spell Saved"
+#    skip_tutorial: "Skip (esc)"
 
 #  admin:
 #    av_title: "Admin Views"
@@ -389,7 +390,7 @@ module.exports = nativeDescription: "فارسی", englishDescription: "Persian",
 #    artisan_join_step4: "Post your levels on the forum for feedback."
 #    more_about_artisan: "Learn More About Becoming an Artisan"
 #    artisan_subscribe_desc: "Get emails on level editor updates and announcements."
-#    adventurer_sumamry: "Let us be clear about your role: you are the tank. You are going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class is for you."
+#    adventurer_summary: "Let us be clear about your role: you are the tank. You are going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class is for you."
 #    adventurer_introduction: "Let's be clear about your role: you are the tank. You're going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class might be for you."
 #    adventurer_attribute_1: "A thirst for learning. You want to learn how to code and we want to teach you how to code. You'll probably be doing most of the teaching in this case, though."
 #    adventurer_attribute_2: "Charismatic. Be gentle but articulate about what needs improving, and offer suggestions on how to improve."
diff --git a/app/locale/fi.coffee b/app/locale/fi.coffee
index 35af0bb25..5c78e1914 100644
--- a/app/locale/fi.coffee
+++ b/app/locale/fi.coffee
@@ -198,8 +198,9 @@ module.exports = nativeDescription: "suomi", englishDescription: "Finnish", tran
 #    tome_select_spell: "Select a Spell"
 #    tome_select_a_thang: "Select Someone for "
 #    tome_available_spells: "Available Spells"
-#    hud_continue: "Continue (press shift-space)"
+#    hud_continue: "Continue (shift+space)"
 #    spell_saved: "Spell Saved"
+#    skip_tutorial: "Skip (esc)"
 
 #  admin:
 #    av_title: "Admin Views"
@@ -389,7 +390,7 @@ module.exports = nativeDescription: "suomi", englishDescription: "Finnish", tran
 #    artisan_join_step4: "Post your levels on the forum for feedback."
 #    more_about_artisan: "Learn More About Becoming an Artisan"
 #    artisan_subscribe_desc: "Get emails on level editor updates and announcements."
-#    adventurer_sumamry: "Let us be clear about your role: you are the tank. You are going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class is for you."
+#    adventurer_summary: "Let us be clear about your role: you are the tank. You are going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class is for you."
 #    adventurer_introduction: "Let's be clear about your role: you are the tank. You're going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class might be for you."
 #    adventurer_attribute_1: "A thirst for learning. You want to learn how to code and we want to teach you how to code. You'll probably be doing most of the teaching in this case, though."
 #    adventurer_attribute_2: "Charismatic. Be gentle but articulate about what needs improving, and offer suggestions on how to improve."
diff --git a/app/locale/fr.coffee b/app/locale/fr.coffee
index c869fbe8b..330b029f8 100644
--- a/app/locale/fr.coffee
+++ b/app/locale/fr.coffee
@@ -200,6 +200,7 @@ module.exports = nativeDescription: "français", englishDescription: "French", t
     tome_available_spells: "Sorts diponibles"
     hud_continue: "Continuer (appuie sur shift ou espace)"
 #    spell_saved: "Spell Saved"
+#    skip_tutorial: "Skip (esc)"
 
   admin:
     av_title: "Vues d'administrateurs"
@@ -389,7 +390,7 @@ module.exports = nativeDescription: "français", englishDescription: "French", t
     artisan_join_step4: "Postez vos niveaux dans le forum pour avoir des retours."
     more_about_artisan: "En apprendre plus sur comment devenir un Artisan créatif"
     artisan_subscribe_desc: "Recevoir un email sur les annonces et mises à jour de l'éditeur de niveaux."
-#    adventurer_sumamry: "Let us be clear about your role: you are the tank. You are going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class is for you."
+#    adventurer_summary: "Let us be clear about your role: you are the tank. You are going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class is for you."
     adventurer_introduction: "Soyons clair à propos de votre rôle : vous êtes le tank. Vous allez subir beaucoup de dommages. Nous avons besoin de gens pour essayer les nouveaux niveaux et aider à identifier comment améliorer les choses. La douleur sera énorme; faire de bons jeux est une longue tâche et personne n'y arrive du premier coup. Si vous pouvez résister et avez un gros score de constitution, alors cette classe est faite pour vous."
     adventurer_attribute_1: "Une soif d'apprendre. Vous voulez apprendre à développer et nous voulons vous apprendre. Vous allez toutefois faire la plupart de l'apprentissage."
     adventurer_attribute_2: "Charismatique. Soyez doux mais exprimez-vous sur ce qui a besoin d'être amélioré, et faites des propositions sur comment l'améliorer."
diff --git a/app/locale/he.coffee b/app/locale/he.coffee
index 5d39d1b87..f1e34dc8e 100644
--- a/app/locale/he.coffee
+++ b/app/locale/he.coffee
@@ -198,8 +198,9 @@ module.exports = nativeDescription: "עברית", englishDescription: "Hebrew",
 #    tome_select_spell: "Select a Spell"
 #    tome_select_a_thang: "Select Someone for "
 #    tome_available_spells: "Available Spells"
-#    hud_continue: "Continue (press shift-space)"
+#    hud_continue: "Continue (shift+space)"
 #    spell_saved: "Spell Saved"
+#    skip_tutorial: "Skip (esc)"
 
 #  admin:
 #    av_title: "Admin Views"
@@ -389,7 +390,7 @@ module.exports = nativeDescription: "עברית", englishDescription: "Hebrew",
 #    artisan_join_step4: "Post your levels on the forum for feedback."
 #    more_about_artisan: "Learn More About Becoming an Artisan"
 #    artisan_subscribe_desc: "Get emails on level editor updates and announcements."
-#    adventurer_sumamry: "Let us be clear about your role: you are the tank. You are going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class is for you."
+#    adventurer_summary: "Let us be clear about your role: you are the tank. You are going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class is for you."
 #    adventurer_introduction: "Let's be clear about your role: you are the tank. You're going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class might be for you."
 #    adventurer_attribute_1: "A thirst for learning. You want to learn how to code and we want to teach you how to code. You'll probably be doing most of the teaching in this case, though."
 #    adventurer_attribute_2: "Charismatic. Be gentle but articulate about what needs improving, and offer suggestions on how to improve."
diff --git a/app/locale/hi.coffee b/app/locale/hi.coffee
index abaae44c6..c144127a5 100644
--- a/app/locale/hi.coffee
+++ b/app/locale/hi.coffee
@@ -198,8 +198,9 @@ module.exports = nativeDescription: "मानक हिन्दी", englishDe
 #    tome_select_spell: "Select a Spell"
 #    tome_select_a_thang: "Select Someone for "
 #    tome_available_spells: "Available Spells"
-#    hud_continue: "Continue (press shift-space)"
+#    hud_continue: "Continue (shift+space)"
 #    spell_saved: "Spell Saved"
+#    skip_tutorial: "Skip (esc)"
 
 #  admin:
 #    av_title: "Admin Views"
@@ -389,7 +390,7 @@ module.exports = nativeDescription: "मानक हिन्दी", englishDe
 #    artisan_join_step4: "Post your levels on the forum for feedback."
 #    more_about_artisan: "Learn More About Becoming an Artisan"
 #    artisan_subscribe_desc: "Get emails on level editor updates and announcements."
-#    adventurer_sumamry: "Let us be clear about your role: you are the tank. You are going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class is for you."
+#    adventurer_summary: "Let us be clear about your role: you are the tank. You are going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class is for you."
 #    adventurer_introduction: "Let's be clear about your role: you are the tank. You're going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class might be for you."
 #    adventurer_attribute_1: "A thirst for learning. You want to learn how to code and we want to teach you how to code. You'll probably be doing most of the teaching in this case, though."
 #    adventurer_attribute_2: "Charismatic. Be gentle but articulate about what needs improving, and offer suggestions on how to improve."
diff --git a/app/locale/hu.coffee b/app/locale/hu.coffee
index 39fb5c38d..bed717d2c 100644
--- a/app/locale/hu.coffee
+++ b/app/locale/hu.coffee
@@ -200,6 +200,7 @@ module.exports = nativeDescription: "magyar", englishDescription: "Hungarian", t
     tome_available_spells: "Elérhető varázslatok"
     hud_continue: "Folytatás (shift+space)"
 #    spell_saved: "Spell Saved"
+#    skip_tutorial: "Skip (esc)"
 
 #  admin:
 #    av_title: "Admin Views"
@@ -389,7 +390,7 @@ module.exports = nativeDescription: "magyar", englishDescription: "Hungarian", t
 #    artisan_join_step4: "Post your levels on the forum for feedback."
 #    more_about_artisan: "Learn More About Becoming an Artisan"
 #    artisan_subscribe_desc: "Get emails on level editor updates and announcements."
-#    adventurer_sumamry: "Let us be clear about your role: you are the tank. You are going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class is for you."
+#    adventurer_summary: "Let us be clear about your role: you are the tank. You are going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class is for you."
 #    adventurer_introduction: "Let's be clear about your role: you are the tank. You're going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class might be for you."
 #    adventurer_attribute_1: "A thirst for learning. You want to learn how to code and we want to teach you how to code. You'll probably be doing most of the teaching in this case, though."
 #    adventurer_attribute_2: "Charismatic. Be gentle but articulate about what needs improving, and offer suggestions on how to improve."
diff --git a/app/locale/id.coffee b/app/locale/id.coffee
index 4c21ab17c..9b938c230 100644
--- a/app/locale/id.coffee
+++ b/app/locale/id.coffee
@@ -198,8 +198,9 @@ module.exports = nativeDescription: "Bahasa Indonesia", englishDescription: "Ind
 #    tome_select_spell: "Select a Spell"
 #    tome_select_a_thang: "Select Someone for "
 #    tome_available_spells: "Available Spells"
-#    hud_continue: "Continue (press shift-space)"
+#    hud_continue: "Continue (shift+space)"
 #    spell_saved: "Spell Saved"
+#    skip_tutorial: "Skip (esc)"
 
 #  admin:
 #    av_title: "Admin Views"
@@ -389,7 +390,7 @@ module.exports = nativeDescription: "Bahasa Indonesia", englishDescription: "Ind
 #    artisan_join_step4: "Post your levels on the forum for feedback."
 #    more_about_artisan: "Learn More About Becoming an Artisan"
 #    artisan_subscribe_desc: "Get emails on level editor updates and announcements."
-#    adventurer_sumamry: "Let us be clear about your role: you are the tank. You are going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class is for you."
+#    adventurer_summary: "Let us be clear about your role: you are the tank. You are going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class is for you."
 #    adventurer_introduction: "Let's be clear about your role: you are the tank. You're going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class might be for you."
 #    adventurer_attribute_1: "A thirst for learning. You want to learn how to code and we want to teach you how to code. You'll probably be doing most of the teaching in this case, though."
 #    adventurer_attribute_2: "Charismatic. Be gentle but articulate about what needs improving, and offer suggestions on how to improve."
diff --git a/app/locale/it.coffee b/app/locale/it.coffee
index e1ecb580f..883ba4321 100644
--- a/app/locale/it.coffee
+++ b/app/locale/it.coffee
@@ -200,6 +200,7 @@ module.exports = nativeDescription: "italiano", englishDescription: "Italian", t
     tome_available_spells: "Incantesimi disponibili"
     hud_continue: "Continua (premi Maiusc-Spazio)"
 #    spell_saved: "Spell Saved"
+#    skip_tutorial: "Skip (esc)"
 
   admin:
     av_title: "Vista amministratore"
@@ -389,7 +390,7 @@ module.exports = nativeDescription: "italiano", englishDescription: "Italian", t
 #    artisan_join_step4: "Post your levels on the forum for feedback."
     more_about_artisan: "Leggi di più su cosa vuol dire diventare un creativo Artigiano"
 #    artisan_subscribe_desc: "Get emails on level editor updates and announcements."
-#    adventurer_sumamry: "Let us be clear about your role: you are the tank. You are going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class is for you."
+#    adventurer_summary: "Let us be clear about your role: you are the tank. You are going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class is for you."
 #    adventurer_introduction: "Let's be clear about your role: you are the tank. You're going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class might be for you."
 #    adventurer_attribute_1: "A thirst for learning. You want to learn how to code and we want to teach you how to code. You'll probably be doing most of the teaching in this case, though."
 #    adventurer_attribute_2: "Charismatic. Be gentle but articulate about what needs improving, and offer suggestions on how to improve."
diff --git a/app/locale/ja.coffee b/app/locale/ja.coffee
index 47b10f118..195269c4d 100644
--- a/app/locale/ja.coffee
+++ b/app/locale/ja.coffee
@@ -200,6 +200,7 @@ module.exports = nativeDescription: "日本語", englishDescription: "Japanese",
     tome_available_spells: "利用できる呪文"
     hud_continue: "続く (Shift+Spaceキー)"
 #    spell_saved: "Spell Saved"
+#    skip_tutorial: "Skip (esc)"
 
   admin:
     av_title: "管理画面"
@@ -389,7 +390,7 @@ module.exports = nativeDescription: "日本語", englishDescription: "Japanese",
 #    artisan_join_step4: "Post your levels on the forum for feedback."
 #    more_about_artisan: "Learn More About Becoming an Artisan"
 #    artisan_subscribe_desc: "Get emails on level editor updates and announcements."
-#    adventurer_sumamry: "Let us be clear about your role: you are the tank. You are going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class is for you."
+#    adventurer_summary: "Let us be clear about your role: you are the tank. You are going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class is for you."
 #    adventurer_introduction: "Let's be clear about your role: you are the tank. You're going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class might be for you."
 #    adventurer_attribute_1: "A thirst for learning. You want to learn how to code and we want to teach you how to code. You'll probably be doing most of the teaching in this case, though."
 #    adventurer_attribute_2: "Charismatic. Be gentle but articulate about what needs improving, and offer suggestions on how to improve."
diff --git a/app/locale/ko.coffee b/app/locale/ko.coffee
index 9b0f4c9c4..55fdd32f1 100644
--- a/app/locale/ko.coffee
+++ b/app/locale/ko.coffee
@@ -198,8 +198,9 @@ module.exports = nativeDescription: "한국어", englishDescription: "Korean", t
 #    tome_select_spell: "Select a Spell"
 #    tome_select_a_thang: "Select Someone for "
 #    tome_available_spells: "Available Spells"
-#    hud_continue: "Continue (press shift-space)"
+#    hud_continue: "Continue (shift+space)"
 #    spell_saved: "Spell Saved"
+#    skip_tutorial: "Skip (esc)"
 
 #  admin:
 #    av_title: "Admin Views"
@@ -389,7 +390,7 @@ module.exports = nativeDescription: "한국어", englishDescription: "Korean", t
 #    artisan_join_step4: "Post your levels on the forum for feedback."
 #    more_about_artisan: "Learn More About Becoming an Artisan"
 #    artisan_subscribe_desc: "Get emails on level editor updates and announcements."
-#    adventurer_sumamry: "Let us be clear about your role: you are the tank. You are going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class is for you."
+#    adventurer_summary: "Let us be clear about your role: you are the tank. You are going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class is for you."
 #    adventurer_introduction: "Let's be clear about your role: you are the tank. You're going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class might be for you."
 #    adventurer_attribute_1: "A thirst for learning. You want to learn how to code and we want to teach you how to code. You'll probably be doing most of the teaching in this case, though."
 #    adventurer_attribute_2: "Charismatic. Be gentle but articulate about what needs improving, and offer suggestions on how to improve."
diff --git a/app/locale/lt.coffee b/app/locale/lt.coffee
index a562a051c..64cfe04f2 100644
--- a/app/locale/lt.coffee
+++ b/app/locale/lt.coffee
@@ -198,8 +198,9 @@ module.exports = nativeDescription: "lietuvių kalba", englishDescription: "Lith
 #    tome_select_spell: "Select a Spell"
 #    tome_select_a_thang: "Select Someone for "
 #    tome_available_spells: "Available Spells"
-#    hud_continue: "Continue (press shift-space)"
+#    hud_continue: "Continue (shift+space)"
 #    spell_saved: "Spell Saved"
+#    skip_tutorial: "Skip (esc)"
 
 #  admin:
 #    av_title: "Admin Views"
@@ -389,7 +390,7 @@ module.exports = nativeDescription: "lietuvių kalba", englishDescription: "Lith
 #    artisan_join_step4: "Post your levels on the forum for feedback."
 #    more_about_artisan: "Learn More About Becoming an Artisan"
 #    artisan_subscribe_desc: "Get emails on level editor updates and announcements."
-#    adventurer_sumamry: "Let us be clear about your role: you are the tank. You are going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class is for you."
+#    adventurer_summary: "Let us be clear about your role: you are the tank. You are going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class is for you."
 #    adventurer_introduction: "Let's be clear about your role: you are the tank. You're going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class might be for you."
 #    adventurer_attribute_1: "A thirst for learning. You want to learn how to code and we want to teach you how to code. You'll probably be doing most of the teaching in this case, though."
 #    adventurer_attribute_2: "Charismatic. Be gentle but articulate about what needs improving, and offer suggestions on how to improve."
diff --git a/app/locale/ms-BA.coffee b/app/locale/ms-BA.coffee
index 861bce18e..e551e3e0f 100644
--- a/app/locale/ms-BA.coffee
+++ b/app/locale/ms-BA.coffee
@@ -198,8 +198,9 @@ module.exports = nativeDescription: "Bahasa Melayu", englishDescription: "Bahasa
 #    tome_select_spell: "Select a Spell"
 #    tome_select_a_thang: "Select Someone for "
 #    tome_available_spells: "Available Spells"
-#    hud_continue: "Continue (press shift-space)"
+#    hud_continue: "Continue (shift+space)"
 #    spell_saved: "Spell Saved"
+#    skip_tutorial: "Skip (esc)"
 
 #  admin:
 #    av_title: "Admin Views"
@@ -389,7 +390,7 @@ module.exports = nativeDescription: "Bahasa Melayu", englishDescription: "Bahasa
 #    artisan_join_step4: "Post your levels on the forum for feedback."
 #    more_about_artisan: "Learn More About Becoming an Artisan"
 #    artisan_subscribe_desc: "Get emails on level editor updates and announcements."
-#    adventurer_sumamry: "Let us be clear about your role: you are the tank. You are going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class is for you."
+#    adventurer_summary: "Let us be clear about your role: you are the tank. You are going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class is for you."
 #    adventurer_introduction: "Let's be clear about your role: you are the tank. You're going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class might be for you."
 #    adventurer_attribute_1: "A thirst for learning. You want to learn how to code and we want to teach you how to code. You'll probably be doing most of the teaching in this case, though."
 #    adventurer_attribute_2: "Charismatic. Be gentle but articulate about what needs improving, and offer suggestions on how to improve."
diff --git a/app/locale/nb.coffee b/app/locale/nb.coffee
index 92ac6f932..68569c841 100644
--- a/app/locale/nb.coffee
+++ b/app/locale/nb.coffee
@@ -200,6 +200,7 @@ module.exports = nativeDescription: "Norsk Bokmål", englishDescription: "Norweg
     tome_available_spells: "Tilgjenglige Trylleformularer"
     hud_continue: "Fortsett (trykk shift-mellomrom)"
 #    spell_saved: "Spell Saved"
+#    skip_tutorial: "Skip (esc)"
 
 #  admin:
 #    av_title: "Admin Views"
@@ -389,7 +390,7 @@ module.exports = nativeDescription: "Norsk Bokmål", englishDescription: "Norweg
 #    artisan_join_step4: "Post your levels on the forum for feedback."
 #    more_about_artisan: "Learn More About Becoming an Artisan"
 #    artisan_subscribe_desc: "Get emails on level editor updates and announcements."
-#    adventurer_sumamry: "Let us be clear about your role: you are the tank. You are going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class is for you."
+#    adventurer_summary: "Let us be clear about your role: you are the tank. You are going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class is for you."
 #    adventurer_introduction: "Let's be clear about your role: you are the tank. You're going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class might be for you."
 #    adventurer_attribute_1: "A thirst for learning. You want to learn how to code and we want to teach you how to code. You'll probably be doing most of the teaching in this case, though."
 #    adventurer_attribute_2: "Charismatic. Be gentle but articulate about what needs improving, and offer suggestions on how to improve."
diff --git a/app/locale/nl.coffee b/app/locale/nl.coffee
index dd5904abe..99a0a54dc 100644
--- a/app/locale/nl.coffee
+++ b/app/locale/nl.coffee
@@ -8,7 +8,7 @@ module.exports = nativeDescription: "Nederlands", englishDescription: "Dutch", t
     delay_1_sec: "1 seconde"
     delay_3_sec: "3 secondes"
     delay_5_sec: "5 secondes"
-    manual: "Handboek"
+    manual: "Handleiding"
     fork: "Fork"
     play: "Spelen"
 
@@ -103,7 +103,7 @@ module.exports = nativeDescription: "Nederlands", englishDescription: "Dutch", t
 
   wizard_settings:
     title: "Tovenaar instellingen"
-    customize_avatar: "Bewerk jouw avatar"
+    customize_avatar: "Bewerk je avatar"
     clothes: "Kleren"
     trim: "Trim"
     cloud: "Wolk"
@@ -116,7 +116,7 @@ module.exports = nativeDescription: "Nederlands", englishDescription: "Dutch", t
   account_settings:
     title: "Account Instellingen"
     not_logged_in: "Log in of maak een account om je instellingen aan te passen."
-    autosave: "Aanpassingen Worden Automatisch Opgeslagen"
+    autosave: "Aanpassingen Automatisch Opgeslagen"
     me_tab: "Ik"
     picture_tab: "Afbeelding"
     wizard_tab: "Tovenaar"
@@ -130,6 +130,7 @@ module.exports = nativeDescription: "Nederlands", englishDescription: "Dutch", t
     new_password_verify: "Verifieer"
     email_subscriptions: "E-mail Abonnementen"
     email_announcements: "Aankondigingen"
+    email_notifications: "Notificaties"
     email_notifications_description: "Krijg periodieke meldingen voor jouw account."
     email_announcements_description: "Verkrijg emails over het laatste nieuws en de ontwikkelingen bij CodeCombat."
     contributor_emails: "Medewerker Klasse emails"
@@ -200,6 +201,7 @@ module.exports = nativeDescription: "Nederlands", englishDescription: "Dutch", t
     tome_available_spells: "Beschikbare spreuken"
     hud_continue: "Ga verder (druk shift-space)"
     spell_saved: "Spreuk Opgeslagen"
+#    skip_tutorial: "Skip (esc)"
 
   admin:
     av_title: "Administrator panels"
@@ -213,13 +215,13 @@ module.exports = nativeDescription: "Nederlands", englishDescription: "Dutch", t
 
   editor:
     main_title: "CodeCombat Editors"
-    main_description: "Maak je eigen levels, campagnes, eenheden en leermateriaal. Wij bieden alle programma's die u nodig heeft!"
+    main_description: "Maak je eigen levels, campagnes, eenheden en leermateriaal. Wij bieden alle programma's aan die u nodig heeft!"
     article_title: "Artikel Editor"
-    article_description: "Schrijf artikels dat spelers een overzicht geven over programmeer concepten die kunnen gebruikt worden over een variëteit van levels en campagnes."
+    article_description: "Schrijf artikels die spelers een overzicht geven over programmeer concepten die kunnen gebruikt worden over een variëteit van levels en campagnes."
     thang_title: "Thang Editor"
-    thang_description: "Maak eenheden, beschrijf hun default logica, graphics en audio. Momenteel is enkel het importeren van vector graphics geëxporteerd in Flash ondersteunt."
+    thang_description: "Maak eenheden, beschrijf hun standaard logica, graphics en audio. Momenteel is enkel het importeren van vector graphics geëxporteerd in Flash ondersteund."
     level_title: "Level Editor"
-    level_description: "Bevat programmeurs om te programmeren, audio te uploaden, en om aangepaste logica om alle soorten levels te maken. Het is alles wat wijzelf ook gebruiken!"
+    level_description: "Bevat het programma om te programmeren, audio te uploaden en aangepaste logica te creëren om alle soorten levels te maken. Het is alles wat wijzelf ook gebruiken!"
     security_notice: "Veel belangrijke elementen in deze editors zijn momenteel niet actief. Met dat wij de veiligheid van deze systemen verbeteren, zullen ook deze elementen beschikbaar worden. Indien u deze elementen al eerder wil gebruiken, "
     contact_us: "contacteer ons!"
     hipchat_prefix: "Je kan ons ook vinden in ons"
@@ -246,6 +248,12 @@ module.exports = nativeDescription: "Nederlands", englishDescription: "Dutch", t
     create_system_title: "Maak een nieuw Systeem aan"
     new_component_title: "Maak een nieuw Component aan"
     new_component_field_system: "Systeem"
+    new_article_title: "Maak een Nieuw Artikel"
+    new_thang_title: "Maak een Nieuw Thang Type"
+    new_level_title: "Maak een Nieuw Level"
+    article_search_title: "Zoek Artikels Hier"
+    thang_search_title: "Zoek Thang Types Hier"
+    level_search_title: "Zoek Levels Hier"
 
   article:
     edit_btn_preview: "Voorbeeld"
@@ -267,16 +275,16 @@ module.exports = nativeDescription: "Nederlands", englishDescription: "Dutch", t
   about:
     who_is_codecombat: "Wie is CodeCombat?"
     why_codecombat: "Waarom CodeCombat?"
-    who_description_prefix: "hebben samen CodeCombat opgericht in 2013. We creerden ook "
+    who_description_prefix: "hebben samen CodeCombat opgericht in 2013. We creëerden ook "
     who_description_suffix: "en in 2008, groeide het uit tot de #1 web en iOS applicatie om Chinese en Japanse karakters te leren schrijven."
     who_description_ending: "Nu is het tijd om mensen te leren programmeren."
-    why_paragraph_1: "Tijdens het maken van Skritter wist George niet hoe hij moest programmeren. Hij constant gefrustreerd doordat hij zijn ideeën niet kon verwezelijken. Nadien probeerde hij te studeren, maar te lessen gingen te traag. Ook zijn huisgenoot wou opnieuw studeren en stopte met lesgeven. Hij probeerde Codecademy maar was al snel \"verveeld\". Iedere week starte een andere vriend met Codecademy, met telkens als resultaat dat hij/zij vrij snel met de lessen stopte. We realiseerde ons dat het hetzelfde probleem was zoals we al eerder hadden opgelost met Skritter: mensen leren iets via langzame en intensieve lessen, terwijl ze het eigenlijk zo snel mogelijk nodig hebben via uitgebreide oefeningen. Wij weten hoe dat op te lossen."
+    why_paragraph_1: "Tijdens het maken van Skritter wist George niet hoe hij moest programmeren en was hij constant gefrustreerd doordat hij zijn ideeën niet kon verwezelijken. Nadien probeerde hij te studeren maar de lessen gingen te traag. Ook zijn huisgenoot wou opnieuw studeren en stopte met lesgeven. Hij probeerde Codecademy maar was al snel \"verveeld\". Iedere week startte een andere vriend met Codecademy, met telkens als resultaat dat hij/zij vrij snel met de lessen stopte. We realiseerden ons dat het hetzelfde probleem was zoals we al eerder hadden opgelost met Skritter: mensen leren iets via langzame en intensieve lessen, terwijl ze het eigenlijk zo snel mogelijk nodig hebben via uitgebreide oefeningen. Wij weten hoe dat op te lossen."
     why_paragraph_2: "Wil je leren programmeren? Je hebt geen lessen nodig. Je moet vooral veel code schrijven en je amuseren terwijl je dit doet."
     why_paragraph_3_prefix: "Dat is waar programmeren om draait. Het moet tof zijn. Niet tof zoals"
     why_paragraph_3_italic: "joepie een medaille"
     why_paragraph_3_center: "maar tof zoals"
     why_paragraph_3_italic_caps: "NEE MAMA IK MOET DIT LEVEL AF MAKEN!"
-    why_paragraph_3_suffix: "Dat is waarom CodeCombat een multiplayergame is, en niet zomaar lessen gegoten in spelformaat. We zullen niet stoppen totdat jij niet meer kan stoppen--maar deze keer, is dat een goed."
+    why_paragraph_3_suffix: "Dat is waarom CodeCombat een multiplayergame is, en niet zomaar lessen gegoten in spelformaat. We zullen niet stoppen totdat jij niet meer kan stoppen--maar deze keer, is dat iets goeds."
     why_paragraph_4: "Als je verslaafd gaat zijn aan een spel, dan is het beter om hieraan verslaafd te raken en een tovenaar van het technisch tijdperk te worden."
     why_ending: "En hallo, het is gratis."
     why_ending_url: "Start nu met toveren!"
@@ -297,15 +305,15 @@ module.exports = nativeDescription: "Nederlands", englishDescription: "Dutch", t
     practices_title: "Goede Respectvolle gewoonten"
     practices_description: "Dit zijn onze beloften aan u, de speler, en iets minder juridische jargon."
     privacy_title: "Privacy"
-    privacy_description: "We zullen nooit jouw persoonlijke informatie verkopen. We willen geld verdienen dankzij aanwerving in verloop van tijd, maar je mag op je twee oren slapen dat wij nooit jouw persoonlijke informatie zullen verspreiden aan geïnteresseerde bedrijven zonder dat jij daar explicit met akkoord gaat."
+    privacy_description: "We zullen nooit jouw persoonlijke informatie verkopen. We willen geld verdienen dankzij aanwerving in verloop van tijd, maar je mag op je twee oren slapen dat wij nooit jouw persoonlijke informatie zullen verspreiden aan geïnteresseerde bedrijven zonder dat jij daar expliciet mee akkoord gaat."
     security_title: "Beveiliging"
     security_description: "We streven ernaar om jouw persoonlijke informatie veilig te bewaren. Onze website is open en beschikbaar voor iedereen, opdat ons beveiliging systeem kan worden nagekeken en geoptimaliseerd door iedereen die dat wil. Dit alles is mogelijk doordat we volledig open source en transparant zijn."
     email_title: "E-mail"
     email_description_prefix: "We zullen je niet overspoelen met spam. Door"
     email_settings_url: "jouw e-mail instellingen"
-    email_description_suffix: "of via urls in de emails die wij verzanden, kan je jouw instellingen wijzigen en te alle tijden uitschrijven."
+    email_description_suffix: "of via urls in de emails die wij verzenden, kan je jouw instellingen wijzigen en ten allen tijden uitschrijven."
     cost_title: "Kosten"
-    cost_description: "Momenteel, CodeCombat is 100% gratis! Één van onze doestellingen is om dit zo te houden, opdat zoveel mogelijk mensen kunnen spelen, onafhankelijk van waar je leeft of wie je bent. Als het financieel moeilijker wordt, kan het mogelijk zijn dat we gaan beginnen met abonnementen of een prijs zetten op bepaalde zaken, maar we streven ernaar om dit te verkomen. Met een beetje geluk zullen we dit voor altijd kunnen garanderen met:"
+    cost_description: "Momenteel is CodeCombat 100% gratis! Één van onze doestellingen is om dit zo te houden, opdat zoveel mogelijk mensen kunnen spelen, onafhankelijk van waar je leeft of wie je bent. Als het financieel moeilijker wordt, kan het mogelijk zijn dat we gaan beginnen met abonnementen of een prijs zetten op bepaalde zaken, maar we streven ernaar om dit te voorkomen. Met een beetje geluk zullen we dit voor altijd kunnen garanderen met:"
     recruitment_title: "Aanwervingen"
     recruitment_description_prefix: "Hier bij CodeCombat, ga je ontplooien tot een krachtige tovenoor-niet enkel virtueel, maar ook in het echt."
     url_hire_programmers: "Niemand kan snel genoeg programmeurs aanwerven"
@@ -320,21 +328,21 @@ module.exports = nativeDescription: "Nederlands", englishDescription: "Dutch", t
     code_title: "Code - MIT"
     code_description_prefix: "Alle code in het bezit van CodeCombat of aanwezig op codecombat.com, zowel in de GitHub respository of in de codecombat.com database, is erkend onder de"
     mit_license_url: "MIT licentie"
-    code_description_suffix: "Dit geld zowel voor code in Systemen en Componenten dat publiekelijk is gemaakt met als doelstellingen het maken van levels."
+    code_description_suffix: "Dit geldt ook voor code in Systemen en Componenten dat publiekelijk is gemaakt met als doelstellingen het maken van levels."
     art_title: "Art/Music - Creative Commons "
     art_description_prefix: "Alle gemeenschappelijke inhoud valt onder de"
     cc_license_url: "Creative Commons Attribution 4.0 Internationale Licentie"
-    art_description_suffix: "Gemeenschappelijke inhoud is alles dat algemeen verkrijgen is bij CodeCombat voor het doel levels te maken. Dit omvat:"
+    art_description_suffix: "Gemeenschappelijke inhoud is alles dat algemeen verkrijgbaar is bij CodeCombat voor het doel levels te maken. Dit omvat:"
     art_music: "Muziek"
     art_sound: "Geluid"
     art_artwork: "Artwork"
     art_sprites: "Sprites"
     art_other: "Eender wat en al het creatief werk dat niet als code aanzien wordt en verkrijgbaar is bij het aanmaken van levels."
-    art_access: "Momenteel is er geen universeel en gebruiksvriendelijk voor het ophalen van deze assets. In het algemeen, worden deze opgehaald via de links zoals gebruikt door de website. Contacteer ons voor assitentie, of help ons met de website uit te breiden en de assets bereikbaarder maken."
+    art_access: "Momenteel is er geen universeel en gebruiksvriendelijk systeem voor het ophalen van deze assets. In het algemeen, worden deze opgehaald via de links zoals gebruikt door de website. Contacteer ons voor assitentie, of help ons met de website uit te breiden en de assets bereikbaarder te maken."
     art_paragraph_1: "Voor toekenning, gelieve de naam en link naar codecombat.com te plaatsen waar dit passend is voor de vorm waarin het voorkomt. Bijvoorbeeld:"
     use_list_1: "Wanneer gebruikt in een film of een ander spel, voeg codecombat.com toe in de credits."
-    use_list_2: "Wanneer toegepast op een website, inclusief een link naar het gebruik, bijvorbeeld onderaan een afbeelding. Of in een algemene webpagina waar je eventueel ook andere Create Commons werken en open source software vernoemd die je gebruikt op de website. Iets dat alreeds duidelijk is gespecificeerd met CodeCombat, zoals een blog artikel, dat CodeCombat vernoemt, heeft geen aparte vermelding nodig."
-    art_paragraph_2: "Wanneer de gebruikte inhoud is gemaakt door een gebruiker van codecombat.com, vernoem hem/haar in plaats van ons. en volg verspreidingsaanwijzingen van die brons als die er zijn."
+    use_list_2: "Wanneer toegepast op een website, inclusief een link naar het gebruik, bijvoorbeeld onderaan een afbeelding. Of in een algemene webpagina waar je eventueel ook andere Create Commons werken en open source software vernoemd die je gebruikt op de website. Iets dat alreeds duidelijk is gespecificeerd met CodeCombat, zoals een blog artikel, dat CodeCombat vernoemt, heeft geen aparte vermelding nodig."
+    art_paragraph_2: "Wanneer de gebruikte inhoud is gemaakt door een gebruiker van codecombat.com, vernoem hem/haar in plaats van ons en volg verspreidingsaanwijzingen van die brons als die er zijn."
     rights_title: "Rechten Voorbehouden"
     rights_desc: "Alle rechten zijn voorbehouden voor de Levels. Dit omvat:"
     rights_scripts: "Scripts"
@@ -342,15 +350,15 @@ module.exports = nativeDescription: "Nederlands", englishDescription: "Dutch", t
     rights_description: "Beschrijvingen"
     rights_writings: "Literaire werken"
     rights_media: "Media (geluid, muziek) en eender welke creatieve inhoud, specifiek gemaakt voor dat level en niet verkrijgbaar bij het maken van levels."
-    rights_clarification: "Om het duidelijk te maken, iets dat beschikbaar is in de Level editor voor het maken van level, valt onder de CC licentie. Terwijl de inhoud gemaakt met de Level Editor of geupload in de loop van de creatie van de levels, hier not onder vallen."
+    rights_clarification: "Om het duidelijk te maken, iets dat beschikbaar is in de Level editor voor het maken van levels, valt onder de CC licentie. Terwijl de inhoud gemaakt met de Level Editor of geüpload in de loop van de creatie van de levels, hier niet onder vallen."
     nutshell_title: "In een notendop"
-    nutshell_description: "Alle midellen die wij aanbieden in de Level Editor zijn gratis te gebruiken om levels aan te maken. Maar wij behouden ons het recht om levels die gemaakt zijn op codecombat.com te beperken, en hier in de toekomst geld voor te vragen, moest dat ooit gebeuren."
+    nutshell_description: "Alle middelen die wij aanbieden in de Level Editor zijn gratis te gebruiken om levels aan te maken. Wij behouden ons echter het recht voor om levels die gemaakt zijn op codecombat.com te beperken, en hier in de toekomst geld voor te vragen, moest dat ooit gebeuren."
     canonical: "De Engelse versie van dit document is de definitieve en kanonieke versie. Bij verschillen tussen vertalingen heeft de Engelse versie voorrang."
 
   contribute:
     page_title: "Bijdragen"
-    character_classes_title: "Karakter Klassen"
-    introduction_desc_intro: "We hebben hoge verwachten over CodeCombat."
+    character_classes_title: "Karakterklassen"
+    introduction_desc_intro: "We hebben hoge verwachtingen over CodeCombat."
     introduction_desc_pref: "We willen zijn waar programmeurs van alle niveaus komen om te leren en samen te spelen, anderen introduceren aan de wondere wereld van code, en de beste delen van de gemeenschap te reflecteren. We kunnen en willen dit niet alleen doen; wat projecten zoals GitHub, Stack Overflow en Linux groots en succesvol maken, zijn de mensen die deze software gebruiken en verbeteren. Daartoe, "
     introduction_desc_github_url: "CodeCombat is volledig open source"
     introduction_desc_suf: ", en we mikken ernaar om zoveel mogelijk manieren mogelijk maken voor u om deel te nemen en dit project van zowel jou als ons te maken."
@@ -360,7 +368,7 @@ module.exports = nativeDescription: "Nederlands", englishDescription: "Dutch", t
     alert_account_message_pref: "Om je te abonneren voor de klasse e-mails, moet je eerst "
     alert_account_message_suf: "."
     alert_account_message_create_url: "een account aanmaken"
-    archmage_summary: "Geïnteresserd in werken aan game graphics, user interface design, database- en serverorganisatie, multiplayer networking, physics, geluid of game engine  prestaties? Wil jij helpen een game te bouwen wat anderen leert waar jij goed in bent? We moeten nog veel doen en als jij een ervaren programmeur bent en wil ontwikkelen voor CodeCombat, dan is dit de klasse voor jou. We zouden graag je hulp hebben bij het maken van de beste programmeergame ooit."
+    archmage_summary: "Geïnteresserd in werken aan game graphics, user interface design, database- en serverorganisatie, multiplayer networking, physics, geluid of game engine prestaties? Wil jij helpen een game te bouwen wat anderen leert waar jij goed in bent? We moeten nog veel doen en als jij een ervaren programmeur bent en wil ontwikkelen voor CodeCombat, dan is dit de klasse voor jou. We zouden graag je hulp hebben bij het maken van de beste programmeergame ooit."
     archmage_introduction: "Een van de beste aspecten aan het maken van spelletjes is dat zij zoveel verschillende zaken omvatten. Visualisaties, geluid, real-time netwerken, sociale netwerken, en natuurlijk veel van de voorkomende aspecten van programmeren, van low-level database beheer en server administratie tot gebruiksvriendelijke interfaces maken. Er is veel te doen, en als jij een ervaren programmeur bent met de motivatie om je handen veel te maken met CodeCombat, dan ben je de tovenaar die wij zoeken! We zouden graag jouw help hebben met het bouwen aan het allerbeste programmeerspel ooit."
     class_attributes: "Klasse kenmerken"
     archmage_attribute_1_pref: "Ervaring met "
@@ -386,52 +394,52 @@ module.exports = nativeDescription: "Nederlands", englishDescription: "Dutch", t
     artisan_join_step1: "Lees de documentatie."
     artisan_join_step2: "Maak een nieuw level en bestudeer reeds bestaande levels."
     artisan_join_step3: "Praat met ons in ons publieke (Engelstalige) HipChat kanaal voor hulp. (optioneel)"
-    artisan_join_step4: "Maak een bericht over jou level op ons forum voor feedback."
+    artisan_join_step4: "Maak een bericht over jouw level op ons forum voor feedback."
     more_about_artisan: "Leer meer over hoe je een Creatieve Ambachtsman kan worden."
     artisan_subscribe_desc: "Ontvang e-mails met nieuws over de Level Editor."
-    adventurer_sumamry: "Laten we duidelijk zijn over je rol: jij bent de tank. Jij krijgt de zware klappen te verduren. We hebben mensen nodig om spiksplinternieuwe levels te proberen en te kijken hoe deze beter kunnen. De pijn zal groot zijn, het maken van een goede game is een lang proces en niemand doet het de eerste keer goed. Als jij dit kan verduren en een hoge constitution score hebt, dan is dit de klasse voor jou."
+    adventurer_summary: "Laten we duidelijk zijn over je rol: jij bent de tank. Jij krijgt de zware klappen te verduren. We hebben mensen nodig om spiksplinternieuwe levels te proberen en te kijken hoe deze beter kunnen. De pijn zal groot zijn, het maken van een goede game is een lang proces en niemand doet het de eerste keer goed. Als jij dit kan verduren en een hoge constitution score hebt, dan is dit de klasse voor jou."
     adventurer_introduction: "Laten we duidelijk zijn over je rol: jij bent de tank. Jij krijgt de zware klappen te verduren. We hebben mensen nodig om spiksplinternieuwe levels te proberen en te kijken hoe deze beter kunnen. De pijn zal groot zijn, het maken van een goede game is een lang proces en niemand doet het de eerste keer goed. Als jij dit kan verduren en een hoge constitution score hebt, dan is dit de klasse voor jou."
     adventurer_attribute_1: "Een wil om te leren. Jij wilt leren hoe je programmeert en wij willen het jou leren. Je zal overigens zelf het meeste leren doen."
     adventurer_attribute_2: "Charismatisch. Wees netjes maar duidelijk over wat er beter kan en geef suggesties over hoe het beter kan."
-    adventurer_join_pref: "Werk samen met een Ambachtsman of recruteer er een, of tik het veld hieronder aan om e-mails te ontvangen wanneer er nieuwe levels zijn om te testen. We zullen ook posten over levels die beoordeeld moeten worden op onze netwerken zoals"    
+    adventurer_join_pref: "Werk samen met een Ambachtsman of recruteer er een, of tik het veld hieronder aan om e-mails te ontvangen wanneer er nieuwe levels zijn om te testen. We zullen ook posten over levels die beoordeeld moeten worden op onze netwerken zoals"
     adventurer_forum_url: "ons forum"
-    adventurer_join_suf: "dus als je liever op deze manier wordt geïnformeerd, schrijf je daar in!"    
+    adventurer_join_suf: "dus als je liever op deze manier wordt geïnformeerd, schrijf je daar in!"
     more_about_adventurer: "Leer meer over hoe je een dappere avonturier kunt worden."
     adventurer_subscribe_desc: "Ontvang e-mails wanneer er nieuwe levels zijn die getest moeten worden."
     scribe_summary_pref: "CodeCombat is meer dan slechts een aantal levels, het zal ook een bron van kennis kennis zijn en een wiki met programmeerconcepten waar levels op in kunnen gaan. Op die manier zal een Ambachtslied  een link kunnen geven naar een artikel wat past bij een level. Net zoiets als het  "
     scribe_summary_sufx: " heeft gebouwd. Als jij het leuk vindt programmeerconcepten uit te leggen, dan is deze klasse iets voor jou."
-    scribe_introduction_pref: "CodeCombat is meer dan slechts een aantal levels, het zal ook een bron van kennis kennis zijn en een wiki met programmeerconcepten waar levels op in kunnen gaan. Op die manier zal elk Ambachtslied niet in detail hoeven uit te leggen wat een vergelijkingsoperator is, maar een link kunnen geven naar een artikel wat deze informatie bevat voor de speler. Net zoiets als het  "    
+    scribe_introduction_pref: "CodeCombat is meer dan slechts een aantal levels, het zal ook een bron van kennis kennis zijn en een wiki met programmeerconcepten waar levels op in kunnen gaan. Op die manier zal elk Ambachtslied niet in detail hoeven uit te leggen wat een vergelijkingsoperator is, maar een link kunnen geven naar een artikel wat deze informatie bevat voor de speler. Net zoiets als het  "
     scribe_introduction_url_mozilla: "Mozilla Developer Network"
     scribe_introduction_suf: " heeft gebouwd. Als jij het leuk vindt om programmeerconcepten uit te leggen in Markdown-vorm, dan is deze klasse wellicht iets voor jou."
-    scribe_attribute_1: "Taal-skills zijn praktisch alles wat je nodig hebt. Niet alleen grammatica of spelling, maar ook moeilijke ideas overbrengen aan anderen."    
+    scribe_attribute_1: "Taal-skills zijn praktisch alles wat je nodig hebt. Niet alleen grammatica of spelling, maar ook moeilijke ideeën overbrengen aan anderen."
     contact_us_url: "Contacteer ons"
-    scribe_join_description: "vertel ons wat over jezelf, je ervaring met programmeren en over wat voor soort dingen je graag zou schrijven. Verder zien we wel!"    
-    more_about_scribe: "Leer meer over het worden van een ijverige Klerk."    
-    
-    scribe_subscribe_desc: "Ontvang e-mails met aankondigingen over het schrijven van artikelen."    
+    scribe_join_description: "vertel ons wat over jezelf, je ervaring met programmeren en over wat voor soort dingen je graag zou schrijven. Verder zien we wel!"
+    more_about_scribe: "Leer meer over het worden van een ijverige Klerk."
+
+    scribe_subscribe_desc: "Ontvang e-mails met aankondigingen over het schrijven van artikelen."
     diplomat_summary: "Er is grote interesse in CodeCombat in landen waar geen Engels wordt gesproken! We zijn op zoek naar vertalers wie tijd willen spenderen aan het vertalen van de site's corpus aan woorden zodat CodeCombat zo snel mogelijk toegankelijk wordt voor heel de wereld. Als jij wilt helpen met CodeCombat internationaal maken, dan is dit de klasse voor jou."
-    diplomat_introduction_pref: "Dus, als er iets is wat we geleerd hebben van de "    
+    diplomat_introduction_pref: "Dus, als er iets is wat we geleerd hebben van de "
     diplomat_launch_url: "release in oktober"
-    diplomat_introduction_suf: "dan is het wel dat er een significante interesse is in CodeCombat in andere landen, vooral Brazilïe! We zijn een corps aan vertalers aan het creëren dat ijverig de ene set woorden in een andere omzet om CodeCombat zo toegankelijk te maken als mogelijk in hel de wereld. Als jij het leuk vindt glimpsen op te vangen van aankomende content en deze levels zo snel mogelijk naar je landgenoten te krijgen, dan is dit de klasse voor jou."
-    diplomat_attribute_1: "Vloeiend Engels en de taal waar naar je wilt vertalen kunnen spreken. Wanneer je moeilijke ideas wilt overbrengen, is het belangrijk beide goed te kunnen!"
-    diplomat_join_pref_github: "Vind jouw taal haar locale bestand "
+    diplomat_introduction_suf: "dan is het wel dat er een significante interesse is in CodeCombat in andere landen, vooral Brazilië! We zijn een corps aan vertalers aan het creëren dat ijverig de ene set woorden in een andere omzet om CodeCombat zo toegankelijk te maken als mogelijk in heel de wereld. Als jij het leuk vindt glimpsen op te vangen van aankomende content en deze levels zo snel mogelijk naar je landgenoten te krijgen, dan is dit de klasse voor jou."
+    diplomat_attribute_1: "Vloeiend Engels en de taal waar naar je wilt vertalen kunnen spreken. Wanneer je moeilijke ideeën wilt overbrengen, is het belangrijk beide goed te kunnen!"
+    diplomat_join_pref_github: "Vind van jouw taal het locale bestand "
     diplomat_github_url: "op GitHub"
-    diplomat_join_suf_github: ", edit het online, en submit een pull request. Daarnaast kun je hieronder aanvinken alsj e up-to-date wilt worden gehouden met nieuwe internationalisatie-ontwikkelingen."
+    diplomat_join_suf_github: ", edit het online, en submit een pull request. Daarnaast kun je hieronder aanvinken als je up-to-date wilt worden gehouden met nieuwe internationalisatie-ontwikkelingen."
     more_about_diplomat: "Leer meer over het worden van een geweldige Diplomaat"
     diplomat_subscribe_desc: "Ontvang e-mails over i18n ontwikkelingen en levels om te vertalen."
-    ambassador_summary: "We proberen een gemeenschap te bouwen en elke gemeenschap heeft een supportteam nodig wanneer er problemen zijn. We hebben chats, e-mails en sociale netwerken met een hoop mensen om mee te praten en wie je kunt helpen bekend te worden met het spel en er van te leren. Als jij mensen wilt helpen betrokken te raken en plezier te hebben, én een goed gevoel van de levenslijn van CodeCombat te krijgen en waar we naar toe gaan, dan is dit wellicht de klasse voor jou."    
+    ambassador_summary: "We proberen een gemeenschap te bouwen en elke gemeenschap heeft een supportteam nodig wanneer er problemen zijn. We hebben chats, e-mails en sociale netwerken zodat onze gebruikers het spel kunnen leren kennen. Als jij mensen wilt helpen betrokken te raken, plezier te hebben en wat te leren programmeren, dan is dit wellicht de klasse voor jou."
     ambassador_attribute_1: "Communicatieskills. Problemen die spelers hebben kunnen identificeren en ze helpen deze op te lossen. Verder zul je ook de rest van ons geïnformeerd houden over wat de spelers zeggen, wat ze leuk vinden, wat ze minder vinden en waar er meer van moet zijn!"
-    ambassador_join_desc: "vertel ons wat over jezelf, wat je hebt gedaan en wat je graag zou doen. We zien verder wel!"    
+    ambassador_join_desc: "vertel ons wat over jezelf, wat je hebt gedaan en wat je graag zou doen. We zien verder wel!"
     ambassador_join_note_strong: "Opmerking"
-    ambassador_join_note_desc: "Een van onze topprioriteiten is om een multiplayer te bouwen waar spelers die moeite hebben een level op te lossen een wizard met een hoger level kunnen oproepen om te helpen. Dit zal een goede manier zijn voor ambassadeurs om hun ding te doen. We houden je op de hoogte!"    
+    ambassador_join_note_desc: "Een van onze topprioriteiten is om een multiplayer te bouwen waar spelers die moeite hebben een level op te lossen een wizard met een hoger level kunnen oproepen om te helpen. Dit zal een goede manier zijn voor ambassadeurs om hun ding te doen. We houden je op de hoogte!"
     more_about_ambassador: "Leer meer over het worden van een behulpzame Ambassadeur"
-    ambassador_subscribe_desc: "Ontvang e-mails met updates over ondersteuning en multiplayer-ontwikkelingen."    
-    counselor_summary: "Geen van de rollen hierboven in jouw interessegebied? Maak je geen zorgen, we zijn op zoek naar iedereen die wil helpen met het ontwikkelen van CodeCombat! Als je geïnteresseerd bent in lesgeven, gameontwikkeling, open source management of iets anders waarvan je denk dat het relevant voor ons is, dan is dit de klasse voor jou."
-    counselor_introduction_1: "Heb jij levenservaring? Een afwijkend perspectief op zaken die ons kunnen helpen CodeCombat te vormen? Van alle rollen neemt deze wellicht de minste tijd in, maar individiueel maak je misschien het grootste verschil. We zijn op zoek naar wijze tovenaars, vooral in het gebied van lesgeven, gameontwikkeling, open source projectmanagement, technische recrutering, ondernemerschap of design."    
-    counselor_introduction_2: "Of eigenlijk alles wat relevant is voor de ontwikkeling van CodeCombat. Als jij kennis hebt en deze wilt dezen om dit project te laten groeien, dan is dit misschien de klasse voor jou."    
+    ambassador_subscribe_desc: "Ontvang e-mails met updates over ondersteuning en multiplayer-ontwikkelingen."
+    counselor_summary: "Geen van de rollen hierboven in jouw interessegebied? Maak je geen zorgen, we zijn op zoek naar iedereen die wil helpen met het ontwikkelen van CodeCombat! Als je geïnteresseerd bent in lesgeven, gameontwikkeling, open source management of iets anders waarvan je denkt dat het relevant voor ons is, dan is dit de klasse voor jou."
+    counselor_introduction_1: "Heb jij levenservaring? Een afwijkend perspectief op zaken die ons kunnen helpen CodeCombat te vormen? Van alle rollen neemt deze wellicht de minste tijd in, maar individueel maak je misschien het grootste verschil. We zijn op zoek naar wijze tovenaars, vooral in het gebied van lesgeven, gameontwikkeling, open source projectmanagement, technische recrutering, ondernemerschap of design."
+    counselor_introduction_2: "Of eigenlijk alles wat relevant is voor de ontwikkeling van CodeCombat. Als jij kennis hebt en deze wilt dezen om dit project te laten groeien, dan is dit misschien de klasse voor jou."
     counselor_attribute_1: "Ervaring, in enig van de bovenstaande gebieden of iets anders waarvan je denkt dat het behulpzaam zal zijn."
     counselor_attribute_2: "Een beetje vrije tijd!"
-    counselor_join_desc: "vertel ons wat over jezelf, wat je hebt gedaan en wat je graag wilt doen. We zullen je in onze contactlijst zetten en je benaderen wanneer we je advies kunnen gebruiken (niet te vaak)."    
+    counselor_join_desc: "vertel ons wat over jezelf, wat je hebt gedaan en wat je graag wilt doen. We zullen je in onze contactlijst zetten en je benaderen wanneer we je advies kunnen gebruiken (niet te vaak)."
     more_about_counselor: "Leer meer over het worden van een waardevolle Raadgever"
     changes_auto_save: "Veranderingen worden automatisch opgeslagen wanneer je het vierkantje aan- of afvinkt."
     diligent_scribes: "Onze ijverige Klerks:"
diff --git a/app/locale/nn.coffee b/app/locale/nn.coffee
index ceea3a0ea..7bd5b0307 100644
--- a/app/locale/nn.coffee
+++ b/app/locale/nn.coffee
@@ -198,8 +198,9 @@ module.exports = nativeDescription: "Norwegian Nynorsk", englishDescription: "No
 #    tome_select_spell: "Select a Spell"
 #    tome_select_a_thang: "Select Someone for "
 #    tome_available_spells: "Available Spells"
-#    hud_continue: "Continue (press shift-space)"
+#    hud_continue: "Continue (shift+space)"
 #    spell_saved: "Spell Saved"
+#    skip_tutorial: "Skip (esc)"
 
 #  admin:
 #    av_title: "Admin Views"
@@ -389,7 +390,7 @@ module.exports = nativeDescription: "Norwegian Nynorsk", englishDescription: "No
 #    artisan_join_step4: "Post your levels on the forum for feedback."
 #    more_about_artisan: "Learn More About Becoming an Artisan"
 #    artisan_subscribe_desc: "Get emails on level editor updates and announcements."
-#    adventurer_sumamry: "Let us be clear about your role: you are the tank. You are going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class is for you."
+#    adventurer_summary: "Let us be clear about your role: you are the tank. You are going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class is for you."
 #    adventurer_introduction: "Let's be clear about your role: you are the tank. You're going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class might be for you."
 #    adventurer_attribute_1: "A thirst for learning. You want to learn how to code and we want to teach you how to code. You'll probably be doing most of the teaching in this case, though."
 #    adventurer_attribute_2: "Charismatic. Be gentle but articulate about what needs improving, and offer suggestions on how to improve."
diff --git a/app/locale/no.coffee b/app/locale/no.coffee
index 4dcd77714..78fc15832 100644
--- a/app/locale/no.coffee
+++ b/app/locale/no.coffee
@@ -200,6 +200,7 @@ module.exports = nativeDescription: "Norsk", englishDescription: "Norwegian", tr
     tome_available_spells: "Tilgjenglige Trylleformularer"
     hud_continue: "Fortsett (trykk shift-mellomrom)"
 #    spell_saved: "Spell Saved"
+#    skip_tutorial: "Skip (esc)"
 
 #  admin:
 #    av_title: "Admin Views"
@@ -389,7 +390,7 @@ module.exports = nativeDescription: "Norsk", englishDescription: "Norwegian", tr
 #    artisan_join_step4: "Post your levels on the forum for feedback."
 #    more_about_artisan: "Learn More About Becoming an Artisan"
 #    artisan_subscribe_desc: "Get emails on level editor updates and announcements."
-#    adventurer_sumamry: "Let us be clear about your role: you are the tank. You are going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class is for you."
+#    adventurer_summary: "Let us be clear about your role: you are the tank. You are going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class is for you."
 #    adventurer_introduction: "Let's be clear about your role: you are the tank. You're going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class might be for you."
 #    adventurer_attribute_1: "A thirst for learning. You want to learn how to code and we want to teach you how to code. You'll probably be doing most of the teaching in this case, though."
 #    adventurer_attribute_2: "Charismatic. Be gentle but articulate about what needs improving, and offer suggestions on how to improve."
diff --git a/app/locale/pl.coffee b/app/locale/pl.coffee
index 826e5669c..32f394f1c 100644
--- a/app/locale/pl.coffee
+++ b/app/locale/pl.coffee
@@ -200,6 +200,7 @@ module.exports = nativeDescription: "język polski", englishDescription: "Polish
     tome_available_spells: "Dostępne czary"
     hud_continue: "Kontynuuj (naciśnij enter)"
 #    spell_saved: "Spell Saved"
+#    skip_tutorial: "Skip (esc)"
 
 #  admin:
 #    av_title: "Admin Views"
@@ -389,7 +390,7 @@ module.exports = nativeDescription: "język polski", englishDescription: "Polish
 #    artisan_join_step4: "Post your levels on the forum for feedback."
 #    more_about_artisan: "Learn More About Becoming an Artisan"
 #    artisan_subscribe_desc: "Get emails on level editor updates and announcements."
-#    adventurer_sumamry: "Let us be clear about your role: you are the tank. You are going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class is for you."
+#    adventurer_summary: "Let us be clear about your role: you are the tank. You are going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class is for you."
 #    adventurer_introduction: "Let's be clear about your role: you are the tank. You're going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class might be for you."
 #    adventurer_attribute_1: "A thirst for learning. You want to learn how to code and we want to teach you how to code. You'll probably be doing most of the teaching in this case, though."
 #    adventurer_attribute_2: "Charismatic. Be gentle but articulate about what needs improving, and offer suggestions on how to improve."
diff --git a/app/locale/pt-BR.coffee b/app/locale/pt-BR.coffee
index e6a285655..be8e8079f 100644
--- a/app/locale/pt-BR.coffee
+++ b/app/locale/pt-BR.coffee
@@ -200,6 +200,7 @@ module.exports = nativeDescription: "português do Brasil", englishDescription:
     tome_available_spells: "Feitiços Disponíveis"
     hud_continue: "Continue (tecle Shift+Space)"
     spell_saved: "Feitiço Salvo"
+#    skip_tutorial: "Skip (esc)"
 
   admin:
     av_title: "Visualização de Administrador"
@@ -389,7 +390,7 @@ module.exports = nativeDescription: "português do Brasil", englishDescription:
     artisan_join_step4: "Publique seus níveis no fórum para avaliação."
     more_about_artisan: "Saiba Mais Sobre Como Se Tornar Um Artesão Criativo"
     artisan_subscribe_desc: "Receba emails com novidades sobre o editor de níveis e anúncios."
-#    adventurer_sumamry: "Let us be clear about your role: you are the tank. You are going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class is for you."
+#    adventurer_summary: "Let us be clear about your role: you are the tank. You are going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class is for you."
     adventurer_introduction: "Vamos ser claros sobre o seu papel: você é o tanque. Você vai tomar dano pesado. Precisamos de pessoas para experimentar níveis inéditos e ajudar a identificar como fazer as coisas melhorarem. A dor será enorme, fazer bons jogos é um processo longo e ninguém acerta na primeira vez. Se você pode suportar e ter uma alta pontuação de constituição, então esta classe pode ser para você."
     adventurer_attribute_1: "Sede de aprendizado. Você quer aprender a codificar e nós queremos ensiná-lo a codificar. Você provavelmente vai fazer a maior parte do ensino neste caso."
     adventurer_attribute_2: "Carismático. Seja gentil, mas articulado sobre o que precisa melhorar, e ofereça sugestões sobre como melhorar."
diff --git a/app/locale/pt-PT.coffee b/app/locale/pt-PT.coffee
index 1ce48a42f..57278318b 100644
--- a/app/locale/pt-PT.coffee
+++ b/app/locale/pt-PT.coffee
@@ -200,6 +200,7 @@ module.exports = nativeDescription: "Português europeu", englishDescription: "P
     tome_available_spells: "Feitiços disponíveis"
     hud_continue: "Continuar (pressiona shift-space)"
     spell_saved: "Feitiço Guardado"
+#    skip_tutorial: "Skip (esc)"
 
   admin:
     av_title: "Visualizações de Admin"
@@ -389,7 +390,7 @@ module.exports = nativeDescription: "Português europeu", englishDescription: "P
 #    artisan_join_step4: "Post your levels on the forum for feedback."
 #    more_about_artisan: "Learn More About Becoming an Artisan"
 #    artisan_subscribe_desc: "Get emails on level editor updates and announcements."
-#    adventurer_sumamry: "Let us be clear about your role: you are the tank. You are going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class is for you."
+#    adventurer_summary: "Let us be clear about your role: you are the tank. You are going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class is for you."
 #    adventurer_introduction: "Let's be clear about your role: you are the tank. You're going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class might be for you."
 #    adventurer_attribute_1: "A thirst for learning. You want to learn how to code and we want to teach you how to code. You'll probably be doing most of the teaching in this case, though."
 #    adventurer_attribute_2: "Charismatic. Be gentle but articulate about what needs improving, and offer suggestions on how to improve."
diff --git a/app/locale/pt.coffee b/app/locale/pt.coffee
index 9aedeae92..ee3395e7f 100644
--- a/app/locale/pt.coffee
+++ b/app/locale/pt.coffee
@@ -200,6 +200,7 @@ module.exports = nativeDescription: "português", englishDescription: "Portugues
     tome_available_spells: "Feitiços Disponíveis"
     hud_continue: "Continue (tecle Shift+Space)"
 #    spell_saved: "Spell Saved"
+#    skip_tutorial: "Skip (esc)"
 
 #  admin:
 #    av_title: "Admin Views"
@@ -389,7 +390,7 @@ module.exports = nativeDescription: "português", englishDescription: "Portugues
 #    artisan_join_step4: "Post your levels on the forum for feedback."
 #    more_about_artisan: "Learn More About Becoming an Artisan"
 #    artisan_subscribe_desc: "Get emails on level editor updates and announcements."
-#    adventurer_sumamry: "Let us be clear about your role: you are the tank. You are going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class is for you."
+#    adventurer_summary: "Let us be clear about your role: you are the tank. You are going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class is for you."
 #    adventurer_introduction: "Let's be clear about your role: you are the tank. You're going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class might be for you."
 #    adventurer_attribute_1: "A thirst for learning. You want to learn how to code and we want to teach you how to code. You'll probably be doing most of the teaching in this case, though."
 #    adventurer_attribute_2: "Charismatic. Be gentle but articulate about what needs improving, and offer suggestions on how to improve."
diff --git a/app/locale/ro.coffee b/app/locale/ro.coffee
index 454278097..5038a79d8 100644
--- a/app/locale/ro.coffee
+++ b/app/locale/ro.coffee
@@ -1,351 +1,351 @@
 module.exports = nativeDescription: "limba română", englishDescription: "Romanian", translation:
   common:
-    loading: "Loading..."
-#    saving: "Saving..."
-#    sending: "Sending..."
-#    cancel: "Cancel"
-#    save: "Save"
-#    delay_1_sec: "1 second"
-#    delay_3_sec: "3 seconds"
-#    delay_5_sec: "5 seconds"
-#    manual: "Manual"
-#    fork: "Fork"
-#    play: "Play"
+    loading: "Se incarcă..."
+    saving: "Se salvează..."
+    sending: "Se trimite..."
+    cancel: "Anulează"
+    save: "Salvează"
+    delay_1_sec: "1 secundă"
+    delay_3_sec: "3 secunde"
+    delay_5_sec: "5 secunde"
+    manual: "Manual"
+    fork: "Fork"
+    play: "Joaca"
 
-#  modal:
-#    close: "Close"
-#    okay: "Okay"
+  modal:
+    close: "Inchide"
+    okay: "Okay"
 
-#  not_found:
-#    page_not_found: "Page not found"
+  not_found:
+    page_not_found: "Pagina nu a fost gasită"
 
-#  nav:
-#    play: "Levels"
-#    editor: "Editor"
-#    blog: "Blog"
-#    forum: "Forum"
-#    admin: "Admin"
-#    home: "Home"
-#    contribute: "Contribute"
-#    legal: "Legal"
-#    about: "About"
-#    contact: "Contact"
-#    twitter_follow: "Follow"
-#    employers: "Employers"
+  nav:
+    play: "Nivele"
+    editor: "Editor"
+    blog: "Blog"
+    forum: "Forum"
+    admin: "Admin"
+    home: "Acasa"
+    contribute: "Contribuie"
+    legal: "Confidențialitate și termeni"
+    about: "Despre"
+    contact: "Contact"
+    twitter_follow: "Urmărește"
+    employers: "Angajați"
 
-#  versions:
-#    save_version_title: "Save New Version"
-#    new_major_version: "New Major Version"
-#    cla_prefix: "To save changes, first you must agree to our"
-#    cla_url: "CLA"
-#    cla_suffix: "."
-#    cla_agree: "I AGREE"
+  versions:
+    save_version_title: "Salvează noua versiune"
+    new_major_version: "Versiune nouă majoră"
+    cla_prefix: "Pentru a salva modificările mai intâi trebuie sa fiți de acord cu"
+    cla_url: "CLA"
+    cla_suffix: "."
+    cla_agree: "SUNT DE ACORD"
 
-#  login:
-#    sign_up: "Create Account"
-#    log_in: "Log In"
-#    log_out: "Log Out"
-#    recover: "recover account"
+  login:
+    sign_up: "Crează cont"
+    log_in: "Log In"
+    log_out: "Log Out"
+    recover: "recuperează cont"
 
-#  recover:
-#    recover_account_title: "Recover Account"
-#    send_password: "Send Recovery Password"
+  recover:
+    recover_account_title: "Recuperează Cont"
+    send_password: "Trimite parolă de recuperare"
 
-#  signup:
-#    create_account_title: "Create Account to Save Progress"
-#    description: "It's free. Just need a couple things and you'll be good to go:"
-#    email_announcements: "Receive announcements by email"
-#    coppa: "13+ or non-USA "
-#    coppa_why: "(Why?)"
-#    creating: "Creating Account..."
-#    sign_up: "Sign Up"
-#    log_in: "log in with password"
+  signup:
+    create_account_title: "Crează cont pentru a salva progresul"
+    description: "Este gratis. Doar un scurt formular inainte si poți continua:"#contextual translation a bit off, could be better# It's free. Just need a couple things and you'll be good to go:"
+    email_announcements: "Primește notificări prin emaill"
+    coppa: "13+ sau non-USA "
+    coppa_why: "(De ce?)"
+    creating: "Se crează contul..."
+    sign_up: "Înscrie-te"
+    log_in: "loghează-te cu parola"
 
-#  home:
-#    slogan: "Learn to Code JavaScript by Playing a Game"
-#    no_ie: "CodeCombat does not run in Internet Explorer 9 or older. Sorry!"
-#    no_mobile: "CodeCombat wasn't designed for mobile devices and may not work!"
-#    play: "Play"
+  home:
+    slogan: "Învață sa scri JavaScript jucându-te"# again sounds funny# Learn to Code JavaScript by Playing a Game"
+    no_ie: "CodeCombat nu merge pe Internet Explorer 9 sau mai vechi. Scuze!"
+    no_mobile: "CodeCombat nu a fost proiectat pentru dispozitive mobile si s-ar putea sa nu meargâ!"
+    play: "Joacâ"
 
-#  play:
-#    choose_your_level: "Choose Your Level"
-#    adventurer_prefix: "You can jump to any level below, or discuss the levels on "
-#    adventurer_forum: "the Adventurer forum"
-#    adventurer_suffix: "."
-#    campaign_beginner: "Beginner Campaign"
-#    campaign_beginner_description: "... in which you learn the wizardry of programming."
-#    campaign_dev: "Random Harder Levels"
-#    campaign_dev_description: "... in which you learn the interface while doing something a little harder."
-#    campaign_multiplayer: "Multiplayer Arenas"
-#    campaign_multiplayer_description: "... in which you code head-to-head against other players."
-#    campaign_player_created: "Player-Created"
-#    campaign_player_created_description: "... in which you battle against the creativity of your fellow <a href=\"/contribute#artisan\">Artisan Wizards</a>."
-#    level_difficulty: "Difficulty: "
+  play:
+    choose_your_level: "Alege nivelul"
+    adventurer_prefix: "Poți să sari la orice nivel de mai jos"#what do you mean by discuss?# You can jump to any level below, or discuss the levels on "
+    adventurer_forum: "forumul Aventurierului"#sonds waaaaaay too funny#the Adventurer forum"
+    adventurer_suffix: "."
+    campaign_beginner: "Campanie pentru Începători"
+    campaign_beginner_description: "... în care se învață tainele programării."
+    campaign_dev: "Nivele aleatoare mai grele"
+    campaign_dev_description: "... în care se învață interfața, cu o dificultate puțin mai mare."
+    campaign_multiplayer: "Arene Multiplayer"
+    campaign_multiplayer_description: "... în care te lupți cap-la-cap contra alti jucători."
+    campaign_player_created: "Create de jucători"
+    campaign_player_created_description: "... în care ai ocazia să testezi creativitatea colegilor tai <a href=\"/contribute#artisan\">Artisan Wizards</a>."
+    level_difficulty: "Dificultate: "
 
-#  contact:
-#    contact_us: "Contact CodeCombat"
-#    welcome: "Good to hear from you! Use this form to send us email. "
-#    contribute_prefix: "If you're interested in contributing, check out our "
-#    contribute_page: "contribute page"
-#    contribute_suffix: "!"
-#    forum_prefix: "For anything public, please try "
-#    forum_page: "our forum"
-#    forum_suffix: " instead."
-#    send: "Send Feedback"
+  contact:
+    contact_us: "Contact CodeCombat"
+    welcome: "Folosiți acest formular pentru a ne trimite email. "
+    contribute_prefix: "Dacă sunteți interesați in a contribui uitați-vă pe "
+    contribute_page: "pagina de contribuție"
+    contribute_suffix: "!"
+    forum_prefix: "Pentru orice altceva vă rugăm sa incercați "
+    forum_page: "forumul nostru"
+    forum_suffix: " în schimb."
+    send: "Trimite Feedback"
 
   diplomat_suggestion:
-#    title: "Help translate CodeCombat!"
-#    sub_heading: "We need your language skills."
-    pitch_body: "We develop CodeCombat in English, but we already have players all over the world. Many of them want to play in Romanian but don't speak English, so if you can speak both, please consider signing up to be a Diplomat and help translate both the CodeCombat website and all the levels into Romanian."
+    title: "Ajută-ne  să traducem CodeCombat!"
+    sub_heading: "Avem nevoie de abilitățile tale lingvistice."
+    pitch_body: "CodeCombat este dezvoltat in limba engleza , dar deja avem jucatări din toate colțurile lumii.Mulți dintre ei vor să joace in română și nu vorbesc engleză.Dacă poți vorbi ambele te rugăm să te gândești dacă ai dori să devi un Diplomat și să ne ajuți sa traducem atât jocul cât și site-ul."
     missing_translations: "Until we can translate everything into Romanian, you'll see English when Romanian isn't available."
-#    learn_more: "Learn more about being a Diplomat"
-#    subscribe_as_diplomat: "Subscribe as a Diplomat"
+    learn_more: "Află mai multe despre cum să fi un Diplomat"
+    subscribe_as_diplomat: "Înscrie-te ca Diplomat"
 
-#  wizard_settings:
-#    title: "Wizard Settings"
-#    customize_avatar: "Customize Your Avatar"
-#    clothes: "Clothes"
-#    trim: "Trim"
-#    cloud: "Cloud"
-#    spell: "Spell"
-#    boots: "Boots"
-#    hue: "Hue"
-#    saturation: "Saturation"
-#    lightness: "Lightness"
+  wizard_settings:
+    title: "Setări Wizard"
+    customize_avatar: "Personalizează-ți Avatarul"
+    clothes: "Haine"
+    trim: "Margine"
+    cloud: "Nor"
+    spell: "Vrajă"
+    boots: "Încălțăminte"
+    hue: "Culoare"
+    saturation: "Saturație"
+    lightness: "Luminozitate"
 
-#  account_settings:
-#    title: "Account Settings"
-#    not_logged_in: "Log in or create an account to change your settings."
-#    autosave: "Changes Save Automatically"
-#    me_tab: "Me"
-#    picture_tab: "Picture"
-#    wizard_tab: "Wizard"
-#    password_tab: "Password"
-#    emails_tab: "Emails"
-#    gravatar_select: "Select which Gravatar photo to use"
-#    gravatar_add_photos: "Add thumbnails and photos to a Gravatar account for your email to choose an image."
-#    gravatar_add_more_photos: "Add more photos to your Gravatar account to access them here."
-#    wizard_color: "Wizard Clothes Color"
-#    new_password: "New Password"
-#    new_password_verify: "Verify"
-#    email_subscriptions: "Email Subscriptions"
-#    email_announcements: "Announcements"
-#    email_notifications_description: "Get periodic notifications for your account."
-#    email_announcements_description: "Get emails on the latest news and developments at CodeCombat."
-#    contributor_emails: "Contributor Class Emails"
-#    contribute_prefix: "We're looking for people to join our party! Check out the "
-#    contribute_page: "contribute page"
-#    contribute_suffix: " to find out more."
-#    email_toggle: "Toggle All"
-#    error_saving: "Error Saving"
-#    saved: "Changes Saved"
-#    password_mismatch: "Password does not match."
+  account_settings:
+    title: "Setări Cont"
+    not_logged_in: "Loghează-te sau crează un cont nou pentru a schimba setările."
+    autosave: "Modificările se salvează automat"
+    me_tab: "Eu"
+    picture_tab: "Poză"
+    wizard_tab: "Wizard"
+    password_tab: "Parolă"
+    emails_tab: "Email-uri"
+    gravatar_select: "Selectează ce poză Gravatar vrei să foloșesti"
+    gravatar_add_photos: "Adaugă thumbnails și poze la un cont Gravatar pentru email-ul tău pentru a alege o imagine."
+    gravatar_add_more_photos: "Adaugă mai multe poze la contul tău Gravatar pentru a le accesa aici."
+    wizard_color: "Culoare haine pentru Wizard"
+    new_password: "Parolă nouă"
+    new_password_verify: "Verifică"
+    email_subscriptions: "Subscripție Email"
+    email_announcements: "Anunțuri"
+    email_notifications_description: "Primește notificări periodic pentru contul tău."
+    email_announcements_description: "Primește email-uri cu ultimele știri despre CodeCombat."
+    contributor_emails: "Contributor Class Emails"
+    contribute_prefix: "Căutăm oameni să se alăture distracției! Intră pe "
+    contribute_page: "pagina de contribuție"
+    contribute_suffix: " pentru a afla mai multe."
+    email_toggle: "Alege tot"
+    error_saving: "Salvare erori"
+    saved: "Modificări salvate"
+    password_mismatch: "Parola nu se potrivește."
 
-#  account_profile:
-#    edit_settings: "Edit Settings"
-#    profile_for_prefix: "Profile for "
-#    profile_for_suffix: ""
-#    profile: "Profile"
-#    user_not_found: "No user found. Check the URL?"
-#    gravatar_not_found_mine: "We couldn't find your profile associated with:"
-#    gravatar_not_found_email_suffix: "."
-#    gravatar_signup_prefix: "Sign up at "
-#    gravatar_signup_suffix: " to get set up!"
-#    gravatar_not_found_other: "Alas, there's no profile associated with this person's email address."
-#    gravatar_contact: "Contact"
-#    gravatar_websites: "Websites"
-#    gravatar_accounts: "As Seen On"
-#    gravatar_profile_link: "Full Gravatar Profile"
+  account_profile:
+    edit_settings: "Modifică setările"
+    profile_for_prefix: "Profil pentru "
+    profile_for_suffix: ""
+    profile: "Profil"
+    user_not_found: "Utilizator negăsit. Verifică URL-ul??"
+    gravatar_not_found_mine: "N-am putut găsi profilul asociat cu:"
+    gravatar_not_found_email_suffix: "."
+    gravatar_signup_prefix: "Înscrie-te la "
+    gravatar_signup_suffix: " pentru a fi gata!" #sounds funny # to get set up!"
+    gravatar_not_found_other: "Din păcate nu este asociat nici un profil cu această adresă de email."
+    gravatar_contact: "Contact"
+    gravatar_websites: "Website-uri"
+    gravatar_accounts: "Așa cum apare la"
+    gravatar_profile_link: "Full Gravatar Profile" #better leave this one as it is
 
-#  play_level:
-#    level_load_error: "Level could not be loaded: "
-#    done: "Done"
-#    grid: "Grid"
-#    customize_wizard: "Customize Wizard"
-#    home: "Home"
-#    guide: "Guide"
-#    multiplayer: "Multiplayer"
-#    restart: "Restart"
-#    goals: "Goals"
-#    action_timeline: "Action Timeline"
-#    click_to_select: "Click on a unit to select it."
-#    reload_title: "Reload All Code?"
-#    reload_really: "Are you sure you want to reload this level back to the beginning?"
-#    reload_confirm: "Reload All"
-#    victory_title_prefix: ""
-#    victory_title_suffix: " Complete"
-#    victory_sign_up: "Sign Up to Save Progress"
-#    victory_sign_up_poke: "Want to save your code? Create a free account!"
-#    victory_rate_the_level: "Rate the level: "
-#    victory_play_next_level: "Play Next Level"
-#    victory_go_home: "Go Home"
-#    victory_review: "Tell us more!"
-#    victory_hour_of_code_done: "Are You Done?"
-#    victory_hour_of_code_done_yes: "Yes, I'm finished with my Hour of Code™!"
-#    multiplayer_title: "Multiplayer Settings"
-#    multiplayer_link_description: "Give this link to anyone to have them join you."
-#    multiplayer_hint_label: "Hint:"
-#    multiplayer_hint: " Click the link to select all, then press ⌘-C or Ctrl-C to copy the link."
-#    multiplayer_coming_soon: "More multiplayer features to come!"
-#    guide_title: "Guide"
-#    tome_minion_spells: "Your Minions' Spells"
-#    tome_read_only_spells: "Read-Only Spells"
-#    tome_other_units: "Other Units"
-#    tome_cast_button_castable: "Cast Spell"
-#    tome_cast_button_casting: "Casting"
-#    tome_cast_button_cast: "Spell Cast"
-#    tome_autocast_delay: "Autocast Delay"
-#    tome_select_spell: "Select a Spell"
-#    tome_select_a_thang: "Select Someone for "
-#    tome_available_spells: "Available Spells"
-#    hud_continue: "Continue (press shift-space)"
-#    spell_saved: "Spell Saved"
+  play_level:
+    level_load_error: "Nivelul nu a putut fi încărcat: "
+    done: "Gata"
+    grid: "Grilă"
+    customize_wizard: "Personalizează Wizard-ul"
+    home: "Acasă"
+    guide: "Ghid"
+    multiplayer: "Multiplayer"
+    restart: "Restart"
+    goals: "Obiective"
+    action_timeline: "Timeline-ul acțiunii"
+    click_to_select: "Apasă pe o unitate pentru a o selecta."
+    reload_title: "Reîncarcă tot Codul?"
+    reload_really: "Ești sigur că vrei să reîncarci nivelul de la început?"
+    reload_confirm: "Reload All"
+    victory_title_prefix: ""
+    victory_title_suffix: " Terminat"
+    victory_sign_up: "Înscrie-te pentru a salva progresul"
+    victory_sign_up_poke: "Vrei să-ți salvezi codul? Crează un cont gratis!"
+    victory_rate_the_level: "Rate the level: "
+    victory_play_next_level: "Joacă nivelul următor"
+    victory_go_home: "Acasă"
+    victory_review: "Spune-ne mai multe!"
+    victory_hour_of_code_done: "Ai terminat?"
+    victory_hour_of_code_done_yes: "Da, am terminat Hour of Code™!"
+    multiplayer_title: "Setări Multiplayer"
+    multiplayer_link_description: "Împărtășește acest link cu cei care vor să ți se alăture."
+    multiplayer_hint_label: "Hint:"
+    multiplayer_hint: " Apasă pe link pentru a selecta tot, apoi apasă ⌘-C sau Ctrl-C pentru a copia link-ul."
+    multiplayer_coming_soon: "Mai multe feature-uri multiplayer în curând!"
+    guide_title: "Ghid"
+    tome_minion_spells: "Vrăjile Minion-ilor tăi"
+    tome_read_only_spells: "Vrăji Read-Only"
+    tome_other_units: "Alte unități"
+    tome_cast_button_castable: "Aplică Vraja"
+    tome_cast_button_casting: "Se încarcă"
+    tome_cast_button_cast: "Aplică Vraja"
+    tome_autocast_delay: "Întârziere Autocast"
+    tome_select_spell: "Alege o vrajă"
+    tome_select_a_thang: "Alege pe cineva pentru "
+    tome_available_spells: "Vrăjile disponibile"
+    hud_continue: "Continuă (apasă shift-space)"
+    spell_saved: "Vrajă salvată"
 
-#  admin:
-#    av_title: "Admin Views"
-#    av_entities_sub_title: "Entities"
-#    av_entities_users_url: "Users"
-#    av_entities_active_instances_url: "Active Instances"
-#    av_other_sub_title: "Other"
-#    av_other_debug_base_url: "Base (for debugging base.jade)"
-#    u_title: "User List"
-#    lg_title: "Latest Games"
+  admin:
+    av_title: "Admin vede"
+    av_entities_sub_title: "Entități"
+    av_entities_users_url: "Utilizatori"
+    av_entities_active_instances_url: "Instanțe active"
+    av_other_sub_title: "Altele"
+    av_other_debug_base_url: "Base (pentru debugging base.jade)"
+    u_title: "Listă utilizatori"
+    lg_title: "Ultimele jocuri"
 
-#  editor:
-#    main_title: "CodeCombat Editors"
-#    main_description: "Build your own levels, campaigns, units and educational content. We provide all the tools you need!"
-#    article_title: "Article Editor"
-#    article_description: "Write articles that give players overviews of programming concepts which can be used across a variety of levels and campaigns."
-#    thang_title: "Thang Editor"
-#    thang_description: "Build units, defining their default logic, graphics and audio. Currently only supports importing Flash exported vector graphics."
-#    level_title: "Level Editor"
-#    level_description: "Includes the tools for scripting, uploading audio, and constructing custom logic to create all sorts of levels. Everything we use ourselves!"
-#    security_notice: "Many major features in these editors are not currently enabled by default. As we improve the security of these systems, they will be made generally available. If you'd like to use these features sooner, "
-#    contact_us: "contact us!"
-#    hipchat_prefix: "You can also find us in our"
-#    hipchat_url: "HipChat room."
-#    level_some_options: "Some Options?"
-#    level_tab_thangs: "Thangs"
-#    level_tab_scripts: "Scripts"
-#    level_tab_settings: "Settings"
-#    level_tab_components: "Components"
-#    level_tab_systems: "Systems"
-#    level_tab_thangs_title: "Current Thangs"
-#    level_tab_thangs_conditions: "Starting Conditions"
-#    level_tab_thangs_add: "Add Thangs"
-#    level_settings_title: "Settings"
-#    level_component_tab_title: "Current Components"
-#    level_component_btn_new: "Create New Component"
-#    level_systems_tab_title: "Current Systems"
-#    level_systems_btn_new: "Create New System"
-#    level_systems_btn_add: "Add System"
-#    level_components_title: "Back to All Thangs"
-#    level_components_type: "Type"
-#    level_component_edit_title: "Edit Component"
-#    level_system_edit_title: "Edit System"
-#    create_system_title: "Create New System"
-#    new_component_title: "Create New Component"
-#    new_component_field_system: "System"
+  editor:
+    main_title: "Editori CodeCombat"
+    main_description: "Construiește propriile nivele,campanii,unități și conținut educațional.Noi îți furnizăm toate uneltele necesare!"
+    article_title: "Editor Articol"
+    article_description: "Scrie articole care oferă jucătorilor cunoștințe despre conceptele de programare care pot fi folosite pe o varietate de nivele și campanii."
+    thang_title: "Editor Thang"
+    thang_description: "Construiește unități ,definește logica lor,grafica și sunetul.Momentan suportă numai importare de grafică vectorială exportată din Flash."
+    level_title: "Editor Nivele"
+    level_description: "Include uneltele pentru scriptare, upload audio, și construcție de logică costum pentru toate tipurile de nivele.Tot ce folosim noi înșine!"
+    security_notice: "Multe setări majore de securitate în aceste editoare nu sunt momentan disponibile.Pe măsură ce îmbunătățim securitatea acestor sisteme, ele vor deveni disponibile. Dacă doriți să folosiți aceste setări mai devrme, "
+    contact_us: "contactați-ne!"
+    hipchat_prefix: "Ne puteți de asemenea găsi la"
+    hipchat_url: "HipChat."
+    level_some_options: "Opțiuni?"
+    level_tab_thangs: "Thangs"
+    level_tab_scripts: "Script-uri"
+    level_tab_settings: "Setări"
+    level_tab_components: "Componente"
+    level_tab_systems: "Sisteme"
+    level_tab_thangs_title: "Thangs actuali"
+    level_tab_thangs_conditions: "Condiți inițiale"
+    level_tab_thangs_add: "Adaugă Thangs"
+    level_settings_title: "Setări"
+    level_component_tab_title: "Componente actuale"
+    level_component_btn_new: "Crează componentă nouă"
+    level_systems_tab_title: "Sisteme actuale"
+    level_systems_btn_new: "Crează sistem nou"
+    level_systems_btn_add: "Adaugă Sistem"
+    level_components_title: "Înapoi la toți Thangs"
+    level_components_type: "Tip"
+    level_component_edit_title: "Editează Componenta"
+    level_system_edit_title: "Editează Sistem"
+    create_system_title: "Crează sistem nou"
+    new_component_title: "Crează componentă nouă"
+    new_component_field_system: "Sistem"
 
-#  article:
-#    edit_btn_preview: "Preview"
-#    edit_article_title: "Edit Article"
+  article:
+    edit_btn_preview: "Preview"
+    edit_article_title: "Editează Articol"
 
-#  general:
-#    and: "and"
-#    name: "Name"
-#    body: "Body"
-#    version: "Version"
-#    commit_msg: "Commit Message"
-#    version_history_for: "Version History for: "
-#    results: "Results"
-#    description: "Description"
-#    or: "or"
-#    email: "Email"
-#    message: "Message"
+  general:
+    and: "și"
+    name: "Nume"
+    body: "Corp"
+    version: "Versiune"
+    commit_msg: "Înregistrează Mesajul"
+    version_history_for: "Versiune istorie pentru: "
+    results: "Resultate"
+    description: "Descriere"
+    or: "sau"
+    email: "Email"
+    message: "Mesaj"
 
-#  about:
-#    who_is_codecombat: "Who is CodeCombat?"
-#    why_codecombat: "Why CodeCombat?"
-#    who_description_prefix: "together started CodeCombat in 2013. We also created "
-#    who_description_suffix: "in 2008, growing it to the #1 web and iOS application for learning to write Chinese and Japanese characters."
-#    who_description_ending: "Now it's time to teach people to write code."
-#    why_paragraph_1: "When making Skritter, George didn't know how to program and was constantly frustrated by his inability to implement his ideas. Afterwards, he tried learning, but the lessons were too slow. His housemate, wanting to reskill and stop teaching, tried Codecademy, but \"got bored.\" Each week another friend started Codecademy, then dropped off. We realized it was the same problem we'd solved with Skritter: people learning a skill via slow, intensive lessons when what they need is fast, extensive practice. We know how to fix that."
-#    why_paragraph_2: "Need to learn to code? You don't need lessons. You need to write a lot of code and have a great time doing it."
-#    why_paragraph_3_prefix: "That's what programming is about. It's gotta be fun. Not fun like"
-#    why_paragraph_3_italic: "yay a badge"
-#    why_paragraph_3_center: "but fun like"
-#    why_paragraph_3_italic_caps: "NO MOM I HAVE TO FINISH THE LEVEL!"
-#    why_paragraph_3_suffix: "That's why CodeCombat is a multiplayer game, not a gamified lesson course. We won't stop until you can't stop--but this time, that's a good thing."
-#    why_paragraph_4: "If you're going to get addicted to some game, get addicted to this one and become one of the wizards of the tech age."
-#    why_ending: "And hey, it's free. "
-#    why_ending_url: "Start wizarding now!"
-#    george_description: "CEO, business guy, web designer, game designer, and champion of beginning programmers everywhere."
-#    scott_description: "Programmer extraordinaire, software architect, kitchen wizard, and master of finances. Scott is the reasonable one."
-#    nick_description: "Programming wizard, eccentric motivation mage, and upside-down experimenter. Nick can do anything and chooses to build CodeCombat."
-#    jeremy_description: "Customer support mage, usability tester, and community organizer; you've probably already spoken with Jeremy."
-#    michael_description: "Programmer, sys-admin, and undergrad technical wunderkind, Michael is the person keeping our servers online."
+  about:
+    who_is_codecombat: "Cine este CodeCombat?"  
+    why_codecombat: "De ce CodeCombat?"
+    who_description_prefix: "au pornit împreuna CodeCombat în 2013. Tot noi am creat "
+    who_description_suffix: "în 2008, dezvoltând aplicația web si iOS #1 de învățat cum să scri caractere Japoneze si Chinezești."
+    who_description_ending: "Acum este timpul să învățăm oamenii să scrie cod."
+    why_paragraph_1: "Când am dezolvat Skritter, George nu știa cum să programeze și era mereu frustat de inabilitatea sa de a putea implementa ideile sale. După aceea, a încercat să învețe, dar lecțiile erau prea lente. Colegul său , vrând să se reprofilze și să se lase de predat,a încercat Codecademy, dar \"s-a plictisit.\" În fiecare săptămână un alt prieten a început Codecademy, iar apoi s-a lăsat. Am realizat că este aceeași problemă care am rezolvat-u cu Skritter: oameni încercând să învețe ceva nou prin lecții lente și intensive când defapt ceea ce le trebuie sunt lecții rapide și multă practică. Noi știm cum să rezolvăm asta."
+    why_paragraph_2: "Trebuie să înveți să programezi? Nu-ți trebuie lecții. Trebuie să scri mult cod și să te distrezi făcând asta."
+    why_paragraph_3_prefix: "Despre asta este programarea. Trebuie să fie distractiv. Nu precum"
+    why_paragraph_3_italic: "wow o insignă"
+    why_paragraph_3_center: "ci"
+    why_paragraph_3_italic_caps: "TREBUIE SĂ TERMIN ACEST NIVEL!"
+    why_paragraph_3_suffix: "De aceea CodeCombat este un joc multiplayer, nu un curs transfigurat în joc. Nu ne vom opri până când tu nu te poți opri--și de data asta, e de bine."
+    why_paragraph_4: "Dacă e să devi dependent de vreun joc, devino dependent de acesta și fi un vrăjitor al noii ere tehnologice."
+    why_ending: "Nu uita, este totul gratis. "
+    why_ending_url: "Devino un vrăjitor acum!"
+    george_description: "CEO, business guy, web designer, game designer, și campion al programatorilor începători."
+    scott_description: "Programmer extraordinaire, software architect, kitchen wizard, și  maestru al finanțelor. Scott este cel rezonabil."
+    nick_description: "Programming wizard, eccentric motivation mage, and upside-down experimenter. Nick poate să facă orice si a ales să dezvolte CodeCombat."
+    jeremy_description: "Customer support mage, usability tester, and community organizer; probabil ca ați vorbit deja cu Jeremy."
+    michael_description: "Programmer, sys-admin, and undergrad technical wunderkind, Michael este cel care ține serverele in picioare."
 
-#  legal:
-#    page_title: "Legal"
-#    opensource_intro: "CodeCombat is free to play and completely open source."
-#    opensource_description_prefix: "Check out "
-#    github_url: "our GitHub"
-#    opensource_description_center: "and help out if you like! CodeCombat is built on dozens of open source projects, and we love them. See "
-#    archmage_wiki_url: "our Archmage wiki"
-#    opensource_description_suffix: "for a list of the software that makes this game possible."
-#    practices_title: "Respectful Best Practices"
-#    practices_description: "These are our promises to you, the player, in slightly less legalese."
-#    privacy_title: "Privacy"
-#    privacy_description: "We will not sell any of your personal information. We intend to make money through recruitment eventually, but rest assured we will not distribute your personal information to interested companies without your explicit consent."
-#    security_title: "Security"
-#    security_description: "We strive to keep your personal information safe. As an open source project, our site is freely open to anyone to review and improve our security systems."
-#    email_title: "Email"
-#    email_description_prefix: "We will not inundate you with spam. Through"
-#    email_settings_url: "your email settings"
-#    email_description_suffix: "or through links in the emails we send, you can change your preferences and easily unsubscribe at any time."
-#    cost_title: "Cost"
-#    cost_description: "Currently, CodeCombat is 100% free! One of our main goals is to keep it that way, so that as many people can play as possible, regardless of place in life. If the sky darkens, we might have to charge subscriptions or for some content, but we'd rather not. With any luck, we'll be able to sustain the company with:"
-#    recruitment_title: "Recruitment"
-#    recruitment_description_prefix: "Here on CodeCombat, you're going to become a powerful wizard–not just in the game, but also in real life."
-#    url_hire_programmers: "No one can hire programmers fast enough"
-#    recruitment_description_suffix: "so once you've sharpened your skills and if you agree, we will demo your best coding accomplishments to the thousands of employers who are drooling for the chance to hire you. They pay us a little, they pay you"
-#    recruitment_description_italic: "a lot"
-#    recruitment_description_ending: "the site remains free and everybody's happy. That's the plan."
-#    copyrights_title: "Copyrights and Licenses"
-#    contributor_title: "Contributor License Agreement"
-#    contributor_description_prefix: "All contributions, both on the site and on our GitHub repository, are subject to our"
-#    cla_url: "CLA"
-#    contributor_description_suffix: "to which you should agree before contributing."
-#    code_title: "Code - MIT"
-#    code_description_prefix: "All code owned by CodeCombat or hosted on codecombat.com, both in the GitHub repository or in the codecombat.com database, is licensed under the"
-#    mit_license_url: "MIT license"
-#    code_description_suffix: "This includes all code in Systems and Components that are made available by CodeCombat for the purpose of creating levels."
-#    art_title: "Art/Music - Creative Commons "
-#    art_description_prefix: "All common content is available under the"
-#    cc_license_url: "Creative Commons Attribution 4.0 International License"
-#    art_description_suffix: "Common content is anything made generally available by CodeCombat for the purpose of creating Levels. This includes:"
-#    art_music: "Music"
-#    art_sound: "Sound"
-#    art_artwork: "Artwork"
-#    art_sprites: "Sprites"
-#    art_other: "Any and all other non-code creative works that are made available when creating Levels."
-#    art_access: "Currently there is no universal, easy system for fetching these assets. In general, fetch them from the URLs as used by the site, contact us for assistance, or help us in extending the site to make these assets more easily accessible."
-#    art_paragraph_1: "For attribution, please name and link to codecombat.com near where the source is used or where appropriate for the medium. For example:"
-#    use_list_1: "If used in a movie or another game, include codecombat.com in the credits."
-#    use_list_2: "If used on a website, include a link near the usage, for example underneath an image, or in a general attributions page where you might also mention other Creative Commons works and open source software being used on the site. Something that's already clearly referencing CodeCombat, such as a blog post mentioning CodeCombat, does not need some separate attribution."
-#    art_paragraph_2: "If the content being used is created not by CodeCombat but instead by a user of codecombat.com, attribute them instead, and follow attribution directions provided in that resource's description if there are any."
-#    rights_title: "Rights Reserved"
-#    rights_desc: "All rights are reserved for Levels themselves. This includes"
-#    rights_scripts: "Scripts"
-#    rights_unit: "Unit configuration"
-#    rights_description: "Description"
-#    rights_writings: "Writings"
-#    rights_media: "Media (sounds, music) and any other creative content made specifically for that Level and not made generally available when creating Levels."
-#    rights_clarification: "To clarify, anything that is made available in the Level Editor for the purpose of making levels is under CC, whereas the content created with the Level Editor or uploaded in the course of creation of Levels is not."
-#    nutshell_title: "In a Nutshell"
-#    nutshell_description: "Any resources we provide in the Level Editor are free to use as you like for creating Levels. But we reserve the right to restrict distribution of the Levels themselves (that are created on codecombat.com) so that they may be charged for in the future, if that's what ends up happening."
-#    canonical: "The English version of this document is the definitive, canonical version. If there are any discrepencies between translations, the English document takes precedence."
+  legal:
+    page_title: "Aspecte Legale"
+    opensource_intro: "CodeCombat este free-to-play și complet open source."
+    opensource_description_prefix: "Vizitează "
+    github_url: "pagina noastră de GitHub"
+    opensource_description_center: "și ajută-ne dacă îți place! CodeCombat este construit peste o mulțime de proiecte open source, care noi le iubim. Vizitați"
+    archmage_wiki_url: "Archmage wiki"
+    opensource_description_suffix: "pentru o listă cu software-ul care face acest joc posibil."
+#    practices_title: "Respectful Best Practices"   #not sure what you mean here? other word for /practices/?
+    practices_description: "Acestea sunt promisiunile noastre către tine, jucătorul, fără așa mulți termeni legali."
+    privacy_title: "Confidenţialitate şi termeni"
+    privacy_description: "Noi nu vom vinde nici o informație personală. Intenționăm să obținem profit prin recrutare eventual, dar stați liniștiți , nu vă vom vinde informațiile personale companiilor interesate fără consimțământul vostru explicit."
+    security_title: "Securitate"
+    security_description: "Ne străduim să vă protejăm informațiile personale. Fiind un proiect open-source, site-ul nostru oferă oricui posibilitatea de a ne revizui și îmbunătăți sistemul de securitate."
+    email_title: "Email"
+    email_description_prefix: "Noi nu vă vom inunda cu spam. Prin"
+    email_settings_url: "setările tale de email"
+    email_description_suffix: " sau prin link-urile din email-urile care vi le trimitem, puteți să schimbați preferințele și să vâ dezabonați oricând."
+    cost_title: "Cost"
+    cost_description: "Momentan, CodeCombat este 100% gratis! Unul dintre obiectele noastre principale este să îl menținem așa, astfel încât să poată juca cât mai mulți oameni. Dacă va fi nevoie , s-ar putea să percepem o plată pentru o pentru anumite servici,dar am prefera să nu o facem. Cu puțin noroc, vom putea susține compania cu:"
+    recruitment_title: "Recrutare"
+    recruitment_description_prefix: "Aici la CodeCombat, vei deveni un vrăjitor puternic nu doar în joc , ci și în viața reală."
+    url_hire_programmers: "Nimeni nu poate angaja programatori destul de rapid"
+    recruitment_description_suffix: "așa că odată ce ți-ai dezvoltat abilitățile și esti de acord, noi vom trimite un demo cu cele mai bune realizări ale tale către miile de angajatori care se omoară să pună mâna pe tine. Pe noi ne plătesc puțin, pe tine te vor plăti"
+    recruitment_description_italic: "mult"
+    recruitment_description_ending: "site-ul rămâne gratis și toată lumea este fericită. Acesta este planul."
+    copyrights_title: "Drepturi de autor și licențe"
+    contributor_title: "Acord de licență Contributor"
+    contributor_description_prefix: "Toți contribuitorii, atât pe site cât și pe GitHub-ul nostru, sunt supuși la"
+    cla_url: "ALC"
+    contributor_description_suffix: "la care trebuie să fi de accord înainte să poți contribui."
+    code_title: "Code - MIT"
+    code_description_prefix: "Tot codul deținut de CodeCombat sau hostat pe codecombat.com, atât pe GitHub cât și în baza de date codecombat.com, este licențiată sub"
+    mit_license_url: "MIT license"
+    code_description_suffix: "Asta include tot codul din Systems și Components care este oferit de către CodeCombat cu scopul de a crea nivele."
+    art_title: "Artă/Muzică - Conținut Comun "
+    art_description_prefix: "Tot conținutul creativ/artistic este valabil sub"
+    cc_license_url: "Creative Commons Attribution 4.0 International License"
+    art_description_suffix: "Conținut comun este orice făcut general valabil de către CodeCombat cu scopul de a crea nivele. Asta include:"
+    art_music: "Muzică"
+    art_sound: "Sunet"
+    art_artwork: "Artwork"
+    art_sprites: "Sprites"  #can t be translated, either suggest alternative name or must be left like this
+    art_other: "Orice si toate celelalte creații non-cod care sunt disponibile când se crează nivele."
+    art_access: "Momentan nu există nici un sistem universal,ușor pentru preluarea acestor bunuri. În general, preluați-le precum site-ul din URL-urile folosite, contactați-ne pentru asistență, sau ajutați-ne sa extindem site-ul pentru a face aceste bunuri mai ușor accesibile."
+    art_paragraph_1: "Pentru atribuire, vă rugăm numiți și lăsați referire link la codecombat.com unde este folosită sursa  sau unde este adecvat pentru mediu. De exemplu:"
+    use_list_1: "Dacă este folosit într-un film sau alt joc, includeți codecombat.com la credite."
+    use_list_2: "Dacă este folosit pe un site, includeți un link in apropiere, de exemplu sub o imagine, sau in pagina generală de atribuiri unde menționați și alte Bunuri Creative și software open source folosit pe site. Ceva care face referință explicit la CodeCombat, precum o postare pe un blog care menționează CodeCombat, nu trebuie să facă o atribuire separată."
+    art_paragraph_2: "Dacă conținutul folosit nu este creat de către CodeCombat ci de către un utilizator al codecombat.com,atunci faceți referință către ei, și urmăriți indicațiile de atribuire prevăzute în descrierea resursei dacă există."
+    rights_title: "Drepturi rezervate"
+    rights_desc: "Toate drepturile sunt rezervate pentru Nivele în sine. Asta include"
+    rights_scripts: "Script-uri"
+    rights_unit: "Configurații de unități"
+    rights_description: "Descriere"
+    rights_writings: "Scrieri"
+    rights_media: "Media (sunete, muzică) și orice alt conținut creativ dezvoltat special pentru acel nivel care nu este valabil în mod normal pentru creat nivele."
+    rights_clarification: "Pentru a clarifica, orice este valabil in Editorul de Nivele pentru scopul de a crea nivele se află sub CC,pe când conținutul creat cu Editorul de Nivele sau încărcat pentru a face nivelul nu se află." #CC stands for...?
+    nutshell_title: "Pe scurt"
+    nutshell_description: "Orice resurse vă punem la dispoziție în Editorul de Nivele puteți folosi liber cum vreți pentru a crea nivele. Dar ne rezervăm dreptul de a rezerva distribuția de nivele în sine (care sunt create pe codecombat.com) astfel încât să se poată percepe o taxă pentru ele pe vitor, dacă se va ajunge la așa ceva."
+    canonical: "The English version of this document is the definitive, canonical version. If there are any discrepencies between translations, the English document takes precedence."
 
 #  contribute:
 #    page_title: "Contributing"
@@ -389,7 +389,7 @@ module.exports = nativeDescription: "limba română", englishDescription: "Roman
 #    artisan_join_step4: "Post your levels on the forum for feedback."
 #    more_about_artisan: "Learn More About Becoming an Artisan"
 #    artisan_subscribe_desc: "Get emails on level editor updates and announcements."
-#    adventurer_sumamry: "Let us be clear about your role: you are the tank. You are going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class is for you."
+#    adventurer_summary: "Let us be clear about your role: you are the tank. You are going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class is for you."
 #    adventurer_introduction: "Let's be clear about your role: you are the tank. You're going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class might be for you."
 #    adventurer_attribute_1: "A thirst for learning. You want to learn how to code and we want to teach you how to code. You'll probably be doing most of the teaching in this case, though."
 #    adventurer_attribute_2: "Charismatic. Be gentle but articulate about what needs improving, and offer suggestions on how to improve."
diff --git a/app/locale/ru.coffee b/app/locale/ru.coffee
index b1102bc8e..0296d95d4 100644
--- a/app/locale/ru.coffee
+++ b/app/locale/ru.coffee
@@ -122,6 +122,7 @@ module.exports = nativeDescription: "русский", englishDescription: "Russi
     wizard_tab: "Волшебник"
     password_tab: "Пароль"
     emails_tab: "Email-адреса"
+    admin: "Админ"
     gravatar_select: "Выберите, какое фото с Gravatar использовать"
     gravatar_add_photos: "Чтобы выбрать изображение, добавьте фото и уменьшенные изображения в ваш Gravatar-аккаунт."
     gravatar_add_more_photos: "Добавьте больше фото к вашему аккаунту в Gravatar, чтобы использовать их здесь."
@@ -129,6 +130,7 @@ module.exports = nativeDescription: "русский", englishDescription: "Russi
     new_password: "Новый пароль"
     new_password_verify: "Подтверждение пароля"
     email_subscriptions: "Email-подписки"
+    email_notifications: "Уведомления"
     email_announcements: "Оповещения"
     email_notifications_description: "Получать периодические уведомления для вашего аккаунта."
     email_announcements_description: "Получать email-оповещения о последних новостях CodeCombat."
@@ -200,16 +202,17 @@ module.exports = nativeDescription: "русский", englishDescription: "Russi
     tome_available_spells: "Доступные заклинания"
     hud_continue: "Продолжить (нажмите Shift+Пробел)"
     spell_saved: "Заклинание сохранено"
+    skip_tutorial: "Пропуск (Esc)"
 
-#  admin:
-#    av_title: "Admin Views"
-#    av_entities_sub_title: "Entities"
-#    av_entities_users_url: "Users"
-#    av_entities_active_instances_url: "Active Instances"
-#    av_other_sub_title: "Other"
-#    av_other_debug_base_url: "Base (for debugging base.jade)"
-#    u_title: "User List"
-#    lg_title: "Latest Games"
+  admin:
+    av_title: "Админ панель"
+    av_entities_sub_title: "Сущности"
+    av_entities_users_url: "Пользователи"
+    av_entities_active_instances_url: "Активные экземпляры"
+    av_other_sub_title: "Другое"
+    av_other_debug_base_url: "База (для отладки base.jade)"
+    u_title: "Список пользователей"
+    lg_title: "Последние игры"
 
   editor:
     main_title: "Редакторы CodeCombat"
@@ -224,7 +227,9 @@ module.exports = nativeDescription: "русский", englishDescription: "Russi
     contact_us: "свяжитесь с нами!"
     hipchat_prefix: "Также вы можете найти нас в нашей"
     hipchat_url: "комнате HipChat."
-#    level_some_options: "Some Options?"
+    revert: "Откатить"
+    revert_models: "Откатить Модели"
+    level_some_options: "Ещё опции"
     level_tab_thangs: "Объекты"
     level_tab_scripts: "Скрипты"
     level_tab_settings: "Настройки"
@@ -246,6 +251,12 @@ module.exports = nativeDescription: "русский", englishDescription: "Russi
     create_system_title: "Создать новую систему"
     new_component_title: "Создать новый компонент"
     new_component_field_system: "Система"
+    new_article_title: "Создать новую статью"
+    new_thang_title: "Создать новый тип объектов"
+    new_level_title: "Создать новый уровень"
+    article_search_title: "Искать статьи"
+    thang_search_title: "Искать типы объектов"
+    level_search_title: "Искать уровни"
 
   article:
     edit_btn_preview: "Предпросмотр"
@@ -254,7 +265,7 @@ module.exports = nativeDescription: "русский", englishDescription: "Russi
   general:
     and: "и"
     name: "Имя"
-#    body: "Body"
+    body: "Содержание"
     version: "Версия"
     commit_msg: "Сопроводительное сообщение"
     version_history_for: "История версий для: "
@@ -262,6 +273,7 @@ module.exports = nativeDescription: "русский", englishDescription: "Russi
     description: "Описание"
     or: "или"
     email: "Email"
+    password: "Пароль"
     message: "Сообщение"
 
   about:
@@ -297,7 +309,7 @@ module.exports = nativeDescription: "русский", englishDescription: "Russi
     practices_title: "Лучшие уважаемые практики"
     practices_description: "Это наши обещания тебе, игрок, менее юридическим языком."
     privacy_title: "Конфиденциальность"
-    privacy_description: "Мы не будем продавать какой-либо личной информации. Мы намерены заработать деньги с помощью рекрутинга в конечном счете, но будьте уверены, мы не будем распространять вашу личную информацию заинтересованным компаниям без вашего явного согласия."
+    privacy_description: "Мы не будем продавать какой-либо личной информации. Мы намерены заработать деньги с помощью рекрутинга в конечном счёте, но будьте уверены, мы не будем распространять вашу личную информацию заинтересованным компаниям без вашего явного согласия."
     security_title: "Безопасность"
     security_description: "Мы стремимся сохранить вашу личную информацию в безопасности. Как проект с открытым исходным кодом, наш сайт в свободном доступе для всех для пересмотра и совершенствования систем безопасности."
     email_title: "Email"
@@ -389,7 +401,7 @@ module.exports = nativeDescription: "русский", englishDescription: "Russi
     artisan_join_step4: "Разместите свои уровни на форуме для обратной связи."
     more_about_artisan: "Узнать больше о том, как стать Ремесленником"
     artisan_subscribe_desc: "Получать email-ы об обновлениях редактора уровней и объявления."
-    adventurer_sumamry: "Позвольте внести ясность о вашей роли: вы танк. Вы собираетесь принять тяжелые повреждения. Нам нужны люди, чтобы испытать совершенно новые уровни и помочь определить, как сделать лучше. Боль будет огромной; создание хороших игр - длительный процесс и никто не делает это правильно в первый раз. Если вы можете выдержать и имеете высокий балл конституции (D&D), этот класс для вас."
+    adventurer_summary: "Позвольте внести ясность о вашей роли: вы танк. Вы собираетесь принять тяжелые повреждения. Нам нужны люди, чтобы испытать совершенно новые уровни и помочь определить, как сделать лучше. Боль будет огромной; создание хороших игр - длительный процесс и никто не делает это правильно в первый раз. Если вы можете выдержать и имеете высокий балл конституции (D&D), этот класс для вас."
     adventurer_introduction: "Позвольте внести ясность о вашей роли: вы танк. Вы собираетесь принять тяжелые повреждения. Нам нужны люди, чтобы испытать совершенно новые уровни и помочь определить, как сделать лучше. Боль будет огромной; создание хороших игр - длительный процесс и никто не делает это правильно в первый раз. Если вы можете выдержать и имеете высокий балл конституции (D&D), этот класс для вас."
     adventurer_attribute_1: "Жажда обучения. Вы хотите научиться программировать и мы хотим научить вас программировать. Вы, вероятно, проведёте большую часть обучения в процессе."
     adventurer_attribute_2: "Харизматичность. Будьте нежны, но ясно формулируйте, что нуждается в улучшении и вносите свои предложения по улучшению."
@@ -399,7 +411,7 @@ module.exports = nativeDescription: "русский", englishDescription: "Russi
     more_about_adventurer: "Узнать больше о том, как стать Искателем приключений"
     adventurer_subscribe_desc: "Получать email-ы при появлении новых уровней для тестирования."
     scribe_summary_pref: "CodeCombat будет не просто кучей уровней. Он также будет ресурсом знаний в области программирования, к которому игроки могут присоединиться. Таким образом, каждый Ремесленник может ссылаться на подробную статью для назидания игрока: документация сродни тому, что создана "
-    scribe_summary_sufx: ". Если вам нравится объяснять концепции программирования, этот класс для вас."
+    scribe_summary_suf: ". Если вам нравится объяснять концепции программирования, этот класс для вас."
     scribe_introduction_pref: "CodeCombat будет не просто кучей уровней. Он также включает в себя ресурс для познания, вики концепций программирования, которые уровни могут включать. Таким образом, вместо того, чтобы каждому Ремесленнику необходимо было подробно описывать, что такое оператор сравнения, они могут просто связать их уровень с уже написанной в назидание игрокам статьёй, описывающей их. Что-то по аналогии с "
     scribe_introduction_url_mozilla: "Mozilla Developer Network"
     scribe_introduction_suf: ". Если ваше представление о веселье это формулирование концепций программирования в форме Markdown, этот класс для вас."
@@ -418,22 +430,22 @@ module.exports = nativeDescription: "русский", englishDescription: "Russi
     diplomat_join_suf_github: ", отредактируйте его онлайн и отправьте запрос на включение изменений. Кроме того, установите флажок ниже, чтобы быть в курсе новых разработок интернационализации!"
     more_about_diplomat: "Узнать больше о том, как стать Дипломатом"
     diplomat_subscribe_desc: "Получать email-ы о i18n разработках и уровнях для перевода."
-#    ambassador_summary: "Мы пытаемся создать сообщество, и каждое сообщество нуждается в службе поддержки, когда есть проблемы. У нас есть чаты, электронная почта и социальные сети, чтобы наши пользователи могли познакомиться с игрой. Если вы хотите помочь людям втянуться, получать удовольствие и учиться программированию, этот класс для вас."  # Not done yet
-#    ambassador_introduction: "This is a community we're building, and you are the connections. We've got Olark chats, emails, and social networks with lots of people to talk with and help get acquainted with the game and learn from. If you want to help people get involved and have fun, and get a good feel of the pulse of CodeCombat and where we're going, then this class might be for you."
-#    ambassador_attribute_1: "Communication skills. Be able to identify the problems players are having and help them solve them. Also, keep the rest of us informed about what players are saying, what they like and don't like and want more of!"
-#    ambassador_join_desc: "tell us a little about yourself, what you've done and what you'd be interested in doing. We'll go from there!"
-#    ambassador_join_note_strong: "Note"
-#    ambassador_join_note_desc: "One of our top priorities is to build multiplayer where players having difficulty solving levels can summon higher level wizards to help them. This will be a great way for ambassadors to do their thing. We'll keep you posted!"
-#    more_about_ambassador: "Узнать больше о том, как стать Ambassador"  # Not done yet
-#    ambassador_subscribe_desc: "Get emails on support updates and multiplayer developments."
-#    counselor_summary: "None of the above roles fit what you are interested in? Do not worry, we are on the lookout for anybody who wants a hand in the development of CodeCombat! If you are interested in teaching, game development, open source management, or anything else that you think will be relevant to us, then this class is for you."
-#    counselor_introduction_1: "Do you have life experience? A different perspective on things that can help us decide how to shape CodeCombat? Of all these roles, this will probably take the least time, but individually you may make the most difference. We're on the lookout for wisened sages, particularly in areas like: teaching, game development, open source project management, technical recruiting, entrepreneurship, or design."
-#    counselor_introduction_2: "Or really anything that is relevant to the development of CodeCombat. If you have knowledge and want to share it to help grow this project, then this class might be for you."
-#    counselor_attribute_1: "Experience, in any of the areas above or something you think might be helpful."
-#    counselor_attribute_2: "A little bit of free time!"
-#    counselor_join_desc: "tell us a little about yourself, what you've done and what you'd be interested in doing. We'll put you in our contact list and be in touch when we could use advice (not too often)."
-#    more_about_counselor: "Узнать больше о том, как стать Counselor"  # Not done yet
-#    changes_auto_save: "Changes are saved automatically when you toggle checkboxes."
+    ambassador_summary: "Мы пытаемся создать сообщество, и каждое сообщество нуждается в службе поддержки, когда есть проблемы. У нас есть чаты, электронная почта и социальные сети, чтобы наши пользователи могли познакомиться с игрой. Если вы хотите помочь людям втянуться, получать удовольствие и учиться программированию, этот класс для вас."
+    ambassador_introduction: "Это сообщество, которое мы создаём, и вы соединяете. У нас есть Olark чаты, электронная почта и социальные сети с уймой людей, с которыми нужно поговорить, помочь в ознакомлении с игрой и обучении из неё. Если вы хотите помочь людям втянуться, получать удовольствие, наслаждаться и и куда мы идём, этот класс для вас."
+    ambassador_attribute_1: "Навыки общения. Уметь определять проблемы игроков и помогать решить их. Кроме того, держите всех нас в курсе о том, что игроки говорят, что им нравится, не нравится и чего хотят больше!"
+    ambassador_join_desc: "расскажите нам немного о себе, чем вы занимались и чем хотели бы заниматься. Отсюда и начнём!"
+    ambassador_join_note_strong: "Примечание"
+    ambassador_join_note_desc: "Одним из наших главных приоритетов является создание мультиплеера, где игроки столкнутся с труднорешаемыми уровнями и могут призвать более высокоуровневых волшебников для помощи. Это будет отличным способом для послов делать свое дело. Мы будем держать вас в курсе!"
+    more_about_ambassador: "Узнать больше о том, как стать Послом"
+    ambassador_subscribe_desc: "Получать email-ы о разработке мультиплеера и обновлениях в системе поддержки."
+    counselor_summary: "Ни одна из вышеупомянутых ролей не соответствует тому, в чём вы заинтересованы? Не волнуйтесь, мы в поисках тех, кто хочет приложить руку к разработке CodeCombat! Если вы заинтересованы в обучении, разработке игр, управлением проектами с открытым исходным кодом, или в чём-нибудь ещё, что, как вы думаете, будет актуально для нас, то этот класс для вас."
+    counselor_introduction_1: "У вас есть жизненный опыт? Другая точка зрения на вещи, которые могут помочь нам решить, как формировать CodeCombat? Из всех этих ролей, эта, возможно, займёт меньше всего времени, но по отдельности, вы можете сделать наибольшие изменения. Мы в поисках морщинистых мудрецов, особенно в таких областях, как: обучение, разработка игр, управление проектами с открытым исходным кодом, технической рекрутинг, предпринимательство или дизайн."
+    counselor_introduction_2: "Или действительно всё, что имеет отношение к развитию CodeCombat. Если у вас есть знания и вы хотите поделиться ими, чтобы помочь вырастить этот проект, то этот класс для вас."
+    counselor_attribute_1: "Опыт, в любой из областей выше, или в том, что, как вы думаете, может быть полезным."
+    counselor_attribute_2: "Немного свободного времени!"
+    counselor_join_desc: "расскажите нам немного о себе, чем вы занимались и чем хотели бы заниматься. Мы поместим вас в наш список контактов и выйдем на связь, когда нам понадобится совет(не слишком часто)."
+    more_about_counselor: "Узнать больше о том, как стать Советником"
+    changes_auto_save: "Изменения сохраняются автоматически при переключении флажков."
     diligent_scribes: "Наши старательные Писари:"
     powerful_archmages: "Наши могущественные Архимаги:"
     creative_artisans: "Наши творческие Ремесленники:"
diff --git a/app/locale/sk.coffee b/app/locale/sk.coffee
index 9050f2181..ae22ef336 100644
--- a/app/locale/sk.coffee
+++ b/app/locale/sk.coffee
@@ -198,8 +198,9 @@ module.exports = nativeDescription: "slovenčina", englishDescription: "Slovak",
 #    tome_select_spell: "Select a Spell"
 #    tome_select_a_thang: "Select Someone for "
 #    tome_available_spells: "Available Spells"
-#    hud_continue: "Continue (press shift-space)"
+#    hud_continue: "Continue (shift+space)"
 #    spell_saved: "Spell Saved"
+#    skip_tutorial: "Skip (esc)"
 
 #  admin:
 #    av_title: "Admin Views"
@@ -389,7 +390,7 @@ module.exports = nativeDescription: "slovenčina", englishDescription: "Slovak",
 #    artisan_join_step4: "Post your levels on the forum for feedback."
 #    more_about_artisan: "Learn More About Becoming an Artisan"
 #    artisan_subscribe_desc: "Get emails on level editor updates and announcements."
-#    adventurer_sumamry: "Let us be clear about your role: you are the tank. You are going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class is for you."
+#    adventurer_summary: "Let us be clear about your role: you are the tank. You are going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class is for you."
 #    adventurer_introduction: "Let's be clear about your role: you are the tank. You're going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class might be for you."
 #    adventurer_attribute_1: "A thirst for learning. You want to learn how to code and we want to teach you how to code. You'll probably be doing most of the teaching in this case, though."
 #    adventurer_attribute_2: "Charismatic. Be gentle but articulate about what needs improving, and offer suggestions on how to improve."
diff --git a/app/locale/sl.coffee b/app/locale/sl.coffee
index 97559521a..89b759c19 100644
--- a/app/locale/sl.coffee
+++ b/app/locale/sl.coffee
@@ -198,8 +198,9 @@ module.exports = nativeDescription: "slovenščina", englishDescription: "Sloven
 #    tome_select_spell: "Select a Spell"
 #    tome_select_a_thang: "Select Someone for "
 #    tome_available_spells: "Available Spells"
-#    hud_continue: "Continue (press shift-space)"
+#    hud_continue: "Continue (shift+space)"
 #    spell_saved: "Spell Saved"
+#    skip_tutorial: "Skip (esc)"
 
 #  admin:
 #    av_title: "Admin Views"
@@ -389,7 +390,7 @@ module.exports = nativeDescription: "slovenščina", englishDescription: "Sloven
 #    artisan_join_step4: "Post your levels on the forum for feedback."
 #    more_about_artisan: "Learn More About Becoming an Artisan"
 #    artisan_subscribe_desc: "Get emails on level editor updates and announcements."
-#    adventurer_sumamry: "Let us be clear about your role: you are the tank. You are going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class is for you."
+#    adventurer_summary: "Let us be clear about your role: you are the tank. You are going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class is for you."
 #    adventurer_introduction: "Let's be clear about your role: you are the tank. You're going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class might be for you."
 #    adventurer_attribute_1: "A thirst for learning. You want to learn how to code and we want to teach you how to code. You'll probably be doing most of the teaching in this case, though."
 #    adventurer_attribute_2: "Charismatic. Be gentle but articulate about what needs improving, and offer suggestions on how to improve."
diff --git a/app/locale/sr.coffee b/app/locale/sr.coffee
index 179b74906..d3c351f39 100644
--- a/app/locale/sr.coffee
+++ b/app/locale/sr.coffee
@@ -200,6 +200,7 @@ module.exports = nativeDescription: "српски", englishDescription: "Serbian
     tome_available_spells: "Доступне чини"
     hud_continue: "Настави (притисни ентер)"
 #    spell_saved: "Spell Saved"
+#    skip_tutorial: "Skip (esc)"
 
 #  admin:
 #    av_title: "Admin Views"
@@ -389,7 +390,7 @@ module.exports = nativeDescription: "српски", englishDescription: "Serbian
 #    artisan_join_step4: "Post your levels on the forum for feedback."
 #    more_about_artisan: "Learn More About Becoming an Artisan"
 #    artisan_subscribe_desc: "Get emails on level editor updates and announcements."
-#    adventurer_sumamry: "Let us be clear about your role: you are the tank. You are going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class is for you."
+#    adventurer_summary: "Let us be clear about your role: you are the tank. You are going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class is for you."
 #    adventurer_introduction: "Let's be clear about your role: you are the tank. You're going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class might be for you."
 #    adventurer_attribute_1: "A thirst for learning. You want to learn how to code and we want to teach you how to code. You'll probably be doing most of the teaching in this case, though."
 #    adventurer_attribute_2: "Charismatic. Be gentle but articulate about what needs improving, and offer suggestions on how to improve."
diff --git a/app/locale/sv.coffee b/app/locale/sv.coffee
index b3868e937..001ce3eca 100644
--- a/app/locale/sv.coffee
+++ b/app/locale/sv.coffee
@@ -198,8 +198,9 @@ module.exports = nativeDescription: "Svenska", englishDescription: "Swedish", tr
     tome_select_spell: "Välj en Förmåga"
     tome_select_a_thang: "Välj Någon för "
     tome_available_spells: "Tillgängliga Förmågor"
-#    hud_continue: "Continue (press shift-space)"
+#    hud_continue: "Continue (shift+space)"
 #    spell_saved: "Spell Saved"
+#    skip_tutorial: "Skip (esc)"
 
 #  admin:
 #    av_title: "Admin Views"
@@ -389,7 +390,7 @@ module.exports = nativeDescription: "Svenska", englishDescription: "Swedish", tr
 #    artisan_join_step4: "Post your levels on the forum for feedback."
 #    more_about_artisan: "Learn More About Becoming an Artisan"
 #    artisan_subscribe_desc: "Get emails on level editor updates and announcements."
-#    adventurer_sumamry: "Let us be clear about your role: you are the tank. You are going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class is for you."
+#    adventurer_summary: "Let us be clear about your role: you are the tank. You are going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class is for you."
 #    adventurer_introduction: "Let's be clear about your role: you are the tank. You're going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class might be for you."
 #    adventurer_attribute_1: "A thirst for learning. You want to learn how to code and we want to teach you how to code. You'll probably be doing most of the teaching in this case, though."
 #    adventurer_attribute_2: "Charismatic. Be gentle but articulate about what needs improving, and offer suggestions on how to improve."
diff --git a/app/locale/th.coffee b/app/locale/th.coffee
index 9fd74d3a0..76f1aa37d 100644
--- a/app/locale/th.coffee
+++ b/app/locale/th.coffee
@@ -198,8 +198,9 @@ module.exports = nativeDescription: "ไทย", englishDescription: "Thai", tra
 #    tome_select_spell: "Select a Spell"
 #    tome_select_a_thang: "Select Someone for "
 #    tome_available_spells: "Available Spells"
-#    hud_continue: "Continue (press shift-space)"
+#    hud_continue: "Continue (shift+space)"
 #    spell_saved: "Spell Saved"
+#    skip_tutorial: "Skip (esc)"
 
 #  admin:
 #    av_title: "Admin Views"
@@ -389,7 +390,7 @@ module.exports = nativeDescription: "ไทย", englishDescription: "Thai", tra
 #    artisan_join_step4: "Post your levels on the forum for feedback."
 #    more_about_artisan: "Learn More About Becoming an Artisan"
 #    artisan_subscribe_desc: "Get emails on level editor updates and announcements."
-#    adventurer_sumamry: "Let us be clear about your role: you are the tank. You are going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class is for you."
+#    adventurer_summary: "Let us be clear about your role: you are the tank. You are going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class is for you."
 #    adventurer_introduction: "Let's be clear about your role: you are the tank. You're going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class might be for you."
 #    adventurer_attribute_1: "A thirst for learning. You want to learn how to code and we want to teach you how to code. You'll probably be doing most of the teaching in this case, though."
 #    adventurer_attribute_2: "Charismatic. Be gentle but articulate about what needs improving, and offer suggestions on how to improve."
diff --git a/app/locale/tr.coffee b/app/locale/tr.coffee
index 297c9f50d..39e268908 100644
--- a/app/locale/tr.coffee
+++ b/app/locale/tr.coffee
@@ -200,6 +200,7 @@ module.exports = nativeDescription: "Türkçe", englishDescription: "Turkish", t
     tome_available_spells: "Kullanılabilir Büyüler"
     hud_continue: "Devam (ÜstKarakter+Boşluk)"
     spell_saved: "Büyü Kaydedildi"
+#    skip_tutorial: "Skip (esc)"
 
   admin:
     av_title: "Yönetici Görünümleri"
@@ -389,7 +390,7 @@ module.exports = nativeDescription: "Türkçe", englishDescription: "Turkish", t
 #    artisan_join_step4: "Post your levels on the forum for feedback."
 #    more_about_artisan: "Learn More About Becoming an Artisan"
 #    artisan_subscribe_desc: "Get emails on level editor updates and announcements."
-#    adventurer_sumamry: "Let us be clear about your role: you are the tank. You are going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class is for you."
+#    adventurer_summary: "Let us be clear about your role: you are the tank. You are going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class is for you."
 #    adventurer_introduction: "Let's be clear about your role: you are the tank. You're going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class might be for you."
 #    adventurer_attribute_1: "A thirst for learning. You want to learn how to code and we want to teach you how to code. You'll probably be doing most of the teaching in this case, though."
 #    adventurer_attribute_2: "Charismatic. Be gentle but articulate about what needs improving, and offer suggestions on how to improve."
diff --git a/app/locale/uk.coffee b/app/locale/uk.coffee
index 3f3a375c7..e93dae8d9 100644
--- a/app/locale/uk.coffee
+++ b/app/locale/uk.coffee
@@ -1,16 +1,16 @@
 module.exports = nativeDescription: "українська мова", englishDescription: "Ukranian", translation:
   common:
     loading: "Завантаження..."
-#    saving: "Saving..."
-#    sending: "Sending..."
-#    cancel: "Cancel"
-#    save: "Save"
-#    delay_1_sec: "1 second"
-#    delay_3_sec: "3 seconds"
-#    delay_5_sec: "5 seconds"
-#    manual: "Manual"
-#    fork: "Fork"
-#    play: "Play"
+    saving: "Збереження..."
+    sending: "Відправлення..."
+    cancel: "Відміна"
+    save: "Зберегти"
+    delay_1_sec: "1 секунда"
+    delay_3_sec: "3 секунди"
+    delay_5_sec: "5 секунд"
+    manual: "Інструкція"
+    fork: "Форк"
+    play: "Грати"
 
   modal:
     close: "Закрити"
@@ -31,28 +31,28 @@ module.exports = nativeDescription: "українська мова", englishDesc
     about: "Про нас"
     contact: "Контакти"
     twitter_follow: "Фоловити"
-#    employers: "Employers"
+    employers: "Зайняті"
 
-#  versions:
-#    save_version_title: "Save New Version"
-#    new_major_version: "New Major Version"
-#    cla_prefix: "To save changes, first you must agree to our"
-#    cla_url: "CLA"
-#    cla_suffix: "."
-#    cla_agree: "I AGREE"
+  versions:
+    save_version_title: "Зберегти нову версію"
+    new_major_version: "Зберегти основну версію"
+    cla_prefix: "Для збереження змін, спочатку треба погодитись з нашим"
+    cla_url: "CLA"
+    cla_suffix: "."
+    cla_agree: "Я Згоден"
 
   login:
     sign_up: "створити акаунт"
     log_in: "Увійти"
-#    log_out: "Log Out"
+    log_out: "Вийти"
     recover: "відновити акаунт"
 
-#  recover:
-#    recover_account_title: "Recover Account"
-#    send_password: "Send Recovery Password"
+  recover:
+    recover_account_title: "Відновити акаунт"
+    send_password: "Вислати пароль відновлення"
 
   signup:
-#    create_account_title: "Create Account to Save Progress"
+    create_account_title: "Створити акаунт, щоб зберегти прогрес"
     description: "Це безкоштовно. Просто зробіть кілька простих кроків, щоб бути готовим до гри:"
     email_announcements: "Отримувати анонси на email"
     coppa: "Ви старші 13 років або живете не в США"
@@ -101,14 +101,14 @@ module.exports = nativeDescription: "українська мова", englishDesc
     learn_more: "Узнати, як стати Дипломатом"
     subscribe_as_diplomat: "Записатися у Дипломати"
 
-#  wizard_settings:
-#    title: "Wizard Settings"
-#    customize_avatar: "Customize Your Avatar"
-#    clothes: "Clothes"
+  wizard_settings:
+    title: "Налаштування"
+    customize_avatar: "Налаштувати аватар"
+    clothes: "Одяг"
 #    trim: "Trim"
 #    cloud: "Cloud"
-#    spell: "Spell"
-#    boots: "Boots"
+    spell: "аклинанняЗ"
+    boots: "Черевики"
 #    hue: "Hue"
 #    saturation: "Saturation"
 #    lightness: "Lightness"
@@ -130,7 +130,7 @@ module.exports = nativeDescription: "українська мова", englishDesc
     new_password_verify: "Підтвердження паролю"
     email_subscriptions: "Email-підписки"
     email_announcements: "Оголошення"
-#    email_notifications_description: "Get periodic notifications for your account."
+    email_notifications_description: "Отримувати періодичні нагадування для Вашого акаунта."
     email_announcements_description: "Отримувати електронні листи про останні новини CodeCombat."
     contributor_emails: "Підписки за класами учасників"
     contribute_prefix: "Нам потрібні люди, які приєднаються до нашої команди! Зайдіть на "
@@ -144,11 +144,11 @@ module.exports = nativeDescription: "українська мова", englishDesc
   account_profile:
     edit_settings: "Змінити налаштування"
     profile_for_prefix: "Профіль для "
-#    profile_for_suffix: ""
+    profile_for_suffix: ""
     profile: "Профіль"
     user_not_found: "Користувача не знайдено. Будь ласка, перевірте URL."
     gravatar_not_found_mine: "Ми не можемо знайти ваш профіль, пов'язаний з:"
-#    gravatar_not_found_email_suffix: "."
+    gravatar_not_found_email_suffix: "."
     gravatar_signup_prefix: "Зареєструйтеся на "
     gravatar_signup_suffix: " щоб продовжувати"
     gravatar_not_found_other: "Нажаль, немає профіля, що пов'язаний з електронною адресою цієї людини."
@@ -172,7 +172,7 @@ module.exports = nativeDescription: "українська мова", englishDesc
     reload_title: "Перезавантажити весь код?"
     reload_really: "Ви впевнені, що хочете перезавантажити цей рівень і почати спочатку?"
     reload_confirm: "Перезавантажити все"
-#    victory_title_prefix: ""
+    victory_title_prefix: ""
     victory_title_suffix: " закінчено"
     victory_sign_up: "Підписатися на оновлення"
     victory_sign_up_poke: "Хочете отримувати останні новини на email? Створіть безкоштовний акаунт, і ми будемо тримати вас в курсі!"
@@ -199,19 +199,20 @@ module.exports = nativeDescription: "українська мова", englishDesc
     tome_select_a_thang: "Оберіть когось для "
     tome_available_spells: "Доступні закляття"
     hud_continue: "Продовжити (натисніть shift-space)"
-#    spell_saved: "Spell Saved"
+    spell_saved: "Заклинання збережено"
+    skip_tutorial: "Пропустити (esc)"
 
-#  admin:
+  admin:
 #    av_title: "Admin Views"
 #    av_entities_sub_title: "Entities"
-#    av_entities_users_url: "Users"
+    av_entities_users_url: "користувачі"
 #    av_entities_active_instances_url: "Active Instances"
-#    av_other_sub_title: "Other"
+    av_other_sub_title: "Ынше"
 #    av_other_debug_base_url: "Base (for debugging base.jade)"
-#    u_title: "User List"
-#    lg_title: "Latest Games"
+    u_title: "Список користувачів"
+    lg_title: "Останні ігри"
 
-#  editor:
+  editor:
 #    main_title: "CodeCombat Editors"
 #    main_description: "Build your own levels, campaigns, units and educational content. We provide all the tools you need!"
 #    article_title: "Article Editor"
@@ -221,8 +222,8 @@ module.exports = nativeDescription: "українська мова", englishDesc
 #    level_title: "Level Editor"
 #    level_description: "Includes the tools for scripting, uploading audio, and constructing custom logic to create all sorts of levels. Everything we use ourselves!"
 #    security_notice: "Many major features in these editors are not currently enabled by default. As we improve the security of these systems, they will be made generally available. If you'd like to use these features sooner, "
-#    contact_us: "contact us!"
-#    hipchat_prefix: "You can also find us in our"
+    contact_us: "Зв’язатися з нами!"
+    hipchat_prefix: "Ви можете також знайти нас в нашому"
 #    hipchat_url: "HipChat room."
 #    level_some_options: "Some Options?"
 #    level_tab_thangs: "Thangs"
@@ -251,31 +252,31 @@ module.exports = nativeDescription: "українська мова", englishDesc
 #    edit_btn_preview: "Preview"
 #    edit_article_title: "Edit Article"
 
-#  general:
-#    and: "and"
-#    name: "Name"
+  general:
+    and: "та"
+    name: "Ім’я"
 #    body: "Body"
-#    version: "Version"
+    version: "Версія"
 #    commit_msg: "Commit Message"
 #    version_history_for: "Version History for: "
-#    results: "Results"
-#    description: "Description"
-#    or: "or"
-#    email: "Email"
-#    message: "Message"
+    results: "Результати"
+    description: "Опис"
+    or: "чи"
+    email: "Email"
+    message: "Повідомлення"
 
-#  about:
-#    who_is_codecombat: "Who is CodeCombat?"
-#    why_codecombat: "Why CodeCombat?"
-#    who_description_prefix: "together started CodeCombat in 2013. We also created "
+  about:
+    who_is_codecombat: "Хто є CodeCombat?"
+    why_codecombat: "Чому CodeCombat?"
+    who_description_prefix: "Взагалом розпочався CodeCombat у 2013. Ми також створили "
 #    who_description_suffix: "in 2008, growing it to the #1 web and iOS application for learning to write Chinese and Japanese characters."
-#    who_description_ending: "Now it's time to teach people to write code."
+    who_description_ending: "Зараз час вчити людей писати код."
 #    why_paragraph_1: "When making Skritter, George didn't know how to program and was constantly frustrated by his inability to implement his ideas. Afterwards, he tried learning, but the lessons were too slow. His housemate, wanting to reskill and stop teaching, tried Codecademy, but \"got bored.\" Each week another friend started Codecademy, then dropped off. We realized it was the same problem we'd solved with Skritter: people learning a skill via slow, intensive lessons when what they need is fast, extensive practice. We know how to fix that."
 #    why_paragraph_2: "Need to learn to code? You don't need lessons. You need to write a lot of code and have a great time doing it."
 #    why_paragraph_3_prefix: "That's what programming is about. It's gotta be fun. Not fun like"
 #    why_paragraph_3_italic: "yay a badge"
 #    why_paragraph_3_center: "but fun like"
-#    why_paragraph_3_italic_caps: "NO MOM I HAVE TO FINISH THE LEVEL!"
+    why_paragraph_3_italic_caps: "НІ, МАМО, Я МАЮ ПРОЙТИ РІВЕНЬ!"
 #    why_paragraph_3_suffix: "That's why CodeCombat is a multiplayer game, not a gamified lesson course. We won't stop until you can't stop--but this time, that's a good thing."
 #    why_paragraph_4: "If you're going to get addicted to some game, get addicted to this one and become one of the wizards of the tech age."
 #    why_ending: "And hey, it's free. "
@@ -286,11 +287,11 @@ module.exports = nativeDescription: "українська мова", englishDesc
 #    jeremy_description: "Customer support mage, usability tester, and community organizer; you've probably already spoken with Jeremy."
 #    michael_description: "Programmer, sys-admin, and undergrad technical wunderkind, Michael is the person keeping our servers online."
 
-#  legal:
-#    page_title: "Legal"
+  legal:
+    page_title: "Юридичні нотатки"
 #    opensource_intro: "CodeCombat is free to play and completely open source."
 #    opensource_description_prefix: "Check out "
-#    github_url: "our GitHub"
+    github_url: "наш GitHub"
 #    opensource_description_center: "and help out if you like! CodeCombat is built on dozens of open source projects, and we love them. See "
 #    archmage_wiki_url: "our Archmage wiki"
 #    opensource_description_suffix: "for a list of the software that makes this game possible."
@@ -389,7 +390,7 @@ module.exports = nativeDescription: "українська мова", englishDesc
 #    artisan_join_step4: "Post your levels on the forum for feedback."
 #    more_about_artisan: "Learn More About Becoming an Artisan"
 #    artisan_subscribe_desc: "Get emails on level editor updates and announcements."
-#    adventurer_sumamry: "Let us be clear about your role: you are the tank. You are going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class is for you."
+#    adventurer_summary: "Let us be clear about your role: you are the tank. You are going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class is for you."
 #    adventurer_introduction: "Let's be clear about your role: you are the tank. You're going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class might be for you."
 #    adventurer_attribute_1: "A thirst for learning. You want to learn how to code and we want to teach you how to code. You'll probably be doing most of the teaching in this case, though."
 #    adventurer_attribute_2: "Charismatic. Be gentle but articulate about what needs improving, and offer suggestions on how to improve."
diff --git a/app/locale/ur.coffee b/app/locale/ur.coffee
index d36ce12ec..75a2c2e38 100644
--- a/app/locale/ur.coffee
+++ b/app/locale/ur.coffee
@@ -198,8 +198,9 @@ module.exports = nativeDescription: "اُردُو", englishDescription: "Urdu",
 #    tome_select_spell: "Select a Spell"
 #    tome_select_a_thang: "Select Someone for "
 #    tome_available_spells: "Available Spells"
-#    hud_continue: "Continue (press shift-space)"
+#    hud_continue: "Continue (shift+space)"
 #    spell_saved: "Spell Saved"
+#    skip_tutorial: "Skip (esc)"
 
 #  admin:
 #    av_title: "Admin Views"
@@ -389,7 +390,7 @@ module.exports = nativeDescription: "اُردُو", englishDescription: "Urdu",
 #    artisan_join_step4: "Post your levels on the forum for feedback."
 #    more_about_artisan: "Learn More About Becoming an Artisan"
 #    artisan_subscribe_desc: "Get emails on level editor updates and announcements."
-#    adventurer_sumamry: "Let us be clear about your role: you are the tank. You are going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class is for you."
+#    adventurer_summary: "Let us be clear about your role: you are the tank. You are going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class is for you."
 #    adventurer_introduction: "Let's be clear about your role: you are the tank. You're going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class might be for you."
 #    adventurer_attribute_1: "A thirst for learning. You want to learn how to code and we want to teach you how to code. You'll probably be doing most of the teaching in this case, though."
 #    adventurer_attribute_2: "Charismatic. Be gentle but articulate about what needs improving, and offer suggestions on how to improve."
diff --git a/app/locale/vi.coffee b/app/locale/vi.coffee
index 99992f8c5..bb7ac3b89 100644
--- a/app/locale/vi.coffee
+++ b/app/locale/vi.coffee
@@ -198,8 +198,9 @@ module.exports = nativeDescription: "Tiếng Việt", englishDescription: "Vietn
 #    tome_select_spell: "Select a Spell"
 #    tome_select_a_thang: "Select Someone for "
 #    tome_available_spells: "Available Spells"
-#    hud_continue: "Continue (press shift-space)"
+#    hud_continue: "Continue (shift+space)"
 #    spell_saved: "Spell Saved"
+#    skip_tutorial: "Skip (esc)"
 
 #  admin:
 #    av_title: "Admin Views"
@@ -389,7 +390,7 @@ module.exports = nativeDescription: "Tiếng Việt", englishDescription: "Vietn
 #    artisan_join_step4: "Post your levels on the forum for feedback."
 #    more_about_artisan: "Learn More About Becoming an Artisan"
 #    artisan_subscribe_desc: "Get emails on level editor updates and announcements."
-#    adventurer_sumamry: "Let us be clear about your role: you are the tank. You are going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class is for you."
+#    adventurer_summary: "Let us be clear about your role: you are the tank. You are going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class is for you."
 #    adventurer_introduction: "Let's be clear about your role: you are the tank. You're going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class might be for you."
 #    adventurer_attribute_1: "A thirst for learning. You want to learn how to code and we want to teach you how to code. You'll probably be doing most of the teaching in this case, though."
 #    adventurer_attribute_2: "Charismatic. Be gentle but articulate about what needs improving, and offer suggestions on how to improve."
diff --git a/app/locale/zh-HANS.coffee b/app/locale/zh-HANS.coffee
index 2be4960c8..21f328154 100644
--- a/app/locale/zh-HANS.coffee
+++ b/app/locale/zh-HANS.coffee
@@ -3,7 +3,7 @@ module.exports = nativeDescription: "简体中文", englishDescription: "Chinese
     loading: "读取中……"
     saving: "保存中……"
     sending: "发送中……"
-    cancel: "退出"
+    cancel: "取消"
     save: "保存"
     delay_1_sec: "1 秒"
     delay_3_sec: "3 秒"
@@ -14,31 +14,31 @@ module.exports = nativeDescription: "简体中文", englishDescription: "Chinese
 
   modal:
     close: "关闭"
-    okay: "好"
+    okay: "好的"
 
   not_found:
     page_not_found: "找不到网页"
 
   nav:
     play: "玩"
-    editor: "编辑"
+    editor: "编辑器"
     blog: "博客"
     forum: "论坛"
-    admin: "超级管理员"
+    admin: "管理"
     home: "首页"
     contribute: "贡献"
-    legal: "法律"
+    legal: "版权声明"
     about: "关于"
     contact: "联系我们"
     twitter_follow: "关注"
-    employers: "雇佣我们"
+    employers: "招募信息"
 
   versions:
     save_version_title: "保存新版本"
-#    new_major_version: "New Major Version"
-#    cla_prefix: "To save changes, first you must agree to our"
-#    cla_url: "CLA"
-#    cla_suffix: "."
+    new_major_version: "新的重要版本"
+    cla_prefix: "要想保存更改,您必须先同意我们的"
+    cla_url: "贡献者许可协议"
+    cla_suffix: "。"
     cla_agree: "我同意"
 
   login:
@@ -63,40 +63,40 @@ module.exports = nativeDescription: "简体中文", englishDescription: "Chinese
 
   home:
     slogan: "通过游戏学习 Javascript"
-    no_ie: "抱歉!Internet Explorer 9等更旧的预览器打不开此网站。"
-    no_mobile: "CodeCombat 不是针对手机设备设计的,所以可能无法达到做好的体验!"
+    no_ie: "抱歉!Internet Explorer 9 等旧式预览器无法使用本网站。"
+    no_mobile: "CodeCombat 不是针对手机设备设计的,所以可能无法达到最好的体验!"
     play: "开始游戏"
 
   play:
     choose_your_level: "选取难度"
-    adventurer_prefix: "你可以选择以下任意关卡,或者讨论以上的关卡。"
+    adventurer_prefix: "你可以选择以下任意关卡,或者讨论以上的关卡。到"
     adventurer_forum: "冒险者论坛"
-    adventurer_suffix: "."
+    adventurer_suffix: "。"
     campaign_beginner: "新手作战"
-    campaign_beginner_description: "……在这里可以学到编程技巧。"
+    campaign_beginner_description: "……在这里你可以学习到编程技巧。"
     campaign_dev: "随机困难关卡"
     campaign_dev_description: "……在这里你可以学到做一些复杂功能的接口。"
     campaign_multiplayer: "多人竞技场"
-    campaign_multiplayer_description: "……在这里你可以和其他玩家们进行代码肉搏战。"
-    campaign_player_created: "已创建的玩家"
+    campaign_multiplayer_description: "……在这里你可以与其他玩家进行代码肉搏战。"
+    campaign_player_created: "创建玩家"
     campaign_player_created_description: "……在这里你可以与你的小伙伴的创造力战斗 <a href=\"/contribute#artisan\">技术指导</a>."
-    level_difficulty: "难度"
+    level_difficulty: "难度:"
 
   contact:
     contact_us: "联系我们"
-    welcome: "很高兴收到你的信!用这个表格给我们发邮件。 "
-    contribute_prefix: "如果你想贡献代码,请看我们的 "
-    contribute_page: "贡献代码页面"
+    welcome: "我们很乐意收到你的信!用这个表单给我们发邮件。 "
+    contribute_prefix: "如果你想贡献什么,请看我们的 "
+    contribute_page: "贡献页面"
     contribute_suffix: "!"
-    forum_prefix: "对任何公共部分,放手去干吧 "
+    forum_prefix: "对于任何公开部分,请尝试用"
     forum_page: "我们的论坛"
-    forum_suffix: "代替 "
+    forum_suffix: "代替"
     send: "意见反馈"
 
   diplomat_suggestion:
     title: "帮我们翻译 CodeCombat"
     sub_heading: "我们需要您的语言技能"
-    pitch_body: "我们开发了 CodeCombat 的英文版,但是现在我们的玩家遍布全球。很多人想玩中文(简体)版的,却不会说英语,所以如果你中英文都会,请考虑一下参加我们的翻译工作,帮忙把 CodeCombat 网站还有所有的关卡翻译成中文(简体)。"
+    pitch_body: "我们开发了 CodeCombat 的英文版,但是现在我们的玩家遍布全球。很多人英语不熟练,但很想玩简体中文版的游戏,所以如果你中英文都很熟练,请考虑参加我们的翻译工作,帮忙把 CodeCombat 网站还有所有的关卡翻译成简体中文。"
     missing_translations: "未翻译的文本将显示为英文。"
     learn_more: "了解更多有关成为翻译人员的说明"
     subscribe_as_diplomat: "提交翻译人员申请"
@@ -130,28 +130,28 @@ module.exports = nativeDescription: "简体中文", englishDescription: "Chinese
     new_password_verify: "核实"
     email_subscriptions: "邮箱验证"
     email_announcements: "通知"
-    email_notifications_description: "定期接受来自你的账户的通知。"
+    email_notifications_description: "接收来自你的账户的定期通知。"
     email_announcements_description: "接收关于 CodeCombat 最近的新闻和发展的邮件。"
     contributor_emails: "贡献者通知"
-    contribute_prefix: "我们在寻找志同道合的人!请到 "
+    contribute_prefix: "我们在寻找志同道合的人!请到"
     contribute_page: "贡献页面"
-    contribute_suffix: " 查看更多信息。"
+    contribute_suffix: "查看更多信息。"
     email_toggle: "切换所有"
     error_saving: "保存时出错"
-    saved: "保存修改"
+    saved: "更改已保存"
     password_mismatch: "密码不匹配。"
 
   account_profile:
     edit_settings: "编辑设置"
-    profile_for_prefix: "关于TA的基本资料:"
+    profile_for_prefix: "关于他的基本资料:"
     profile_for_suffix: ""
     profile: "基本资料"
-    user_not_found: "没有找到用户。检查URL?"
-    gravatar_not_found_mine: "我们找不到TA的基本资料:"
-    gravatar_not_found_email_suffix: "."
+    user_not_found: "没有找到用户。网址有错?"
+    gravatar_not_found_mine: "我们找不到他的基本资料:"
+    gravatar_not_found_email_suffix: "。"
     gravatar_signup_prefix: "去注册 "
-    gravatar_signup_suffix: " 去设置!"
-    gravatar_not_found_other: "哎呀,没有与这个人的邮箱相关的资料。"
+    gravatar_signup_suffix: " 来设置!"
+    gravatar_not_found_other: "哎呀,没有与这个邮箱相关的资料。"
     gravatar_contact: "联系"
     gravatar_websites: "网站"
     gravatar_accounts: "显示为"
@@ -198,33 +198,34 @@ module.exports = nativeDescription: "简体中文", englishDescription: "Chinese
     tome_select_spell: "选择一个法术"
     tome_select_a_thang: "选择人物来 "
     tome_available_spells: "可用的法术"
-    hud_continue: "继续(按 shift-空格)"
-    spell_saved: "输入已保存"
+    hud_continue: "继续(按 Shift-空格)"
+    spell_saved: "咒语已保存"
+    skip_tutorial: "跳过(esc)"
 
-#  admin:
-#    av_title: "Admin Views"
-#    av_entities_sub_title: "Entities"
-#    av_entities_users_url: "Users"
-#    av_entities_active_instances_url: "Active Instances"
-#    av_other_sub_title: "Other"
-#    av_other_debug_base_url: "Base (for debugging base.jade)"
-#    u_title: "User List"
-#    lg_title: "Latest Games"
+  admin:
+    av_title: "管理员视图"
+    av_entities_sub_title: "实体"
+    av_entities_users_url: "用户"
+    av_entities_active_instances_url: "活动实例"
+    av_other_sub_title: "其他"
+    av_other_debug_base_url: "Base(用于调试 base.jade)"
+    u_title: "用户列表"
+    lg_title: "最新的游戏"
 
   editor:
     main_title: "CodeCombat 编辑器"
-    main_description: "建立自己的关卡, 战役, 单位 和教育内容。我们提供所有你需要的工具!"
+    main_description: "建立你自己的关卡、 战役、单元和教育内容。我们会提供所有你需要的工具!"
     article_title: "提示编辑器"
-    article_description: "编写提示,让玩家可以使用编程概念,来通过各种的关卡和战役。"
+    article_description: "编写提示,让玩家可以使用编程概念来通过各种关卡和战役。"
     thang_title: "物体编辑器"
-    thang_description: "创建单位,并定义单位的逻辑、图形和音频。目前只支持导入Flash导出的矢量图形。"
+    thang_description: "创建单元,并定义单元的逻辑、图形和音频。目前只支持导入 Flash 导出的矢量图形。"
     level_title: "关卡编辑器"
     level_description: "所有用来创造所有难度的关卡的工具,包括脚本、上传音频和构建自定义逻辑。"
-    security_notice: "编辑器的许多主要功能并不是目前默认启动的。当我们改善完这些系统的安全性的时候,他们将会变成常用的。如果你想要马上使用这些功能,"
+    security_notice: "编辑器的许多主要功能并不是目前默认启动的。当我们改善完这些系统的安全性的时候,它们就会成为通常可用的。如果你想要马上使用这些功能,"
     contact_us: "联系我们!"
     hipchat_prefix: "你也可以在这里找到我们"
-    hipchat_url: "HipChat room."
-#    level_some_options: "Some Options?"
+    hipchat_url: "HipChat 房间。"
+    level_some_options: "有些选项?"
     level_tab_thangs: "物体"
     level_tab_scripts: "脚本"
     level_tab_settings: "设定"
@@ -239,7 +240,7 @@ module.exports = nativeDescription: "简体中文", englishDescription: "Chinese
     level_systems_tab_title: "目前所有系统"
     level_systems_btn_new: "创建新的系统"
     level_systems_btn_add: "增加系统"
-    level_components_title: "返回到所以物体主页"
+    level_components_title: "返回到所有物体主页"
     level_components_type: "类型"
     level_component_edit_title: "编辑组件"
     level_system_edit_title: "编辑系统"
@@ -249,12 +250,12 @@ module.exports = nativeDescription: "简体中文", englishDescription: "Chinese
 
   article:
     edit_btn_preview: "预览"
-    edit_article_title: "编辑文章"
+    edit_article_title: "编辑提示"
 
   general:
     and: "和"
     name: "姓名"
-#    body: "Body"
+    body: "正文"
     version: "版本"
     commit_msg: "提交信息"
     version_history_for: "版本历史: "
@@ -265,118 +266,118 @@ module.exports = nativeDescription: "简体中文", englishDescription: "Chinese
     message: "消息"
 
   about:
-    who_is_codecombat: "什么是CodeCombat?"
-    why_codecombat: "为什么选择CodeCombat?"
-    who_description_prefix: "一起在2013开始编写CodeCombat。在2008年时,我们也创造了"
-    who_description_suffix: "并且发展它成为第一的学习如何写中文字和日文字的Web和IOS应用"
-    who_description_ending: "现在是时候教人们如何写代码。"
-#    why_paragraph_1: "When making Skritter, George didn't know how to program and was constantly frustrated by his inability to implement his ideas. Afterwards, he tried learning, but the lessons were too slow. His housemate, wanting to reskill and stop teaching, tried Codecademy, but \"got bored.\" Each week another friend started Codecademy, then dropped off. We realized it was the same problem we'd solved with Skritter: people learning a skill via slow, intensive lessons when what they need is fast, extensive practice. We know how to fix that."
-#    why_paragraph_2: "Need to learn to code? You don't need lessons. You need to write a lot of code and have a great time doing it."
-#    why_paragraph_3_prefix: "That's what programming is about. It's gotta be fun. Not fun like"
-#    why_paragraph_3_italic: "yay a badge"
-#    why_paragraph_3_center: "but fun like"
-#    why_paragraph_3_italic_caps: "NO MOM I HAVE TO FINISH THE LEVEL!"
-#    why_paragraph_3_suffix: "That's why CodeCombat is a multiplayer game, not a gamified lesson course. We won't stop until you can't stop--but this time, that's a good thing."
-#    why_paragraph_4: "If you're going to get addicted to some game, get addicted to this one and become one of the wizards of the tech age."
-#    why_ending: "And hey, it's free. "
-#    why_ending_url: "Start wizarding now!"
+    who_is_codecombat: "什么是 CodeCombat?"
+    why_codecombat: "为什么选择 CodeCombat?"
+    who_description_prefix: "在2013年开始一起编写 CodeCombat。在2008年时,我们还创造"
+    who_description_suffix: "并且发展出了首选的学习如何写中文和日文的Web和IOS应用"
+    who_description_ending: "现在是时候教人们如何写代码了。"
+    why_paragraph_1: "当我们制作 Skritter 的时候,George 不会写程序,对于不能实现他的灵感这一点很苦恼。他试着学了学,但是那些课程都太慢了。他的室友想不再教书学习新技能,试了试 CodeAcademy,但是觉得“太无聊了。”每个星期都会有个熟人尝试 CodeAcademy,然后无一例外地放弃掉。我们发现这和 Skritter 想要解决的是一个问题:人们想要的是高速学习、充分练习,得到的却是缓慢、冗长的课程。我们知道该怎么办了。"
+    why_paragraph_2: "你想学编程?你不用上课。你需要的是写好多代码,并且享受这个过程。"
+    why_paragraph_3_prefix: "这才是编程的要义。编程必须要好玩。不是"
+    why_paragraph_3_italic: "哇又一个奖章诶"
+    why_paragraph_3_center: "那种“好玩”,而是"
+    why_paragraph_3_italic_caps: "不老妈,我德先把这关打完!"
+    why_paragraph_3_suffix: "这就是为什么 CodeCombat 是个多人游戏,而不是一个游戏化的编程课。你不停,我们就不停——但这次这是件好事。"
+    why_paragraph_4: "如果你一定要对游戏上瘾,那就对这个游戏上瘾,然后成为科技时代的法师吧。"
+    why_ending: "再说,这游戏还是免费的。"
+    why_ending_url: "开始学习法术吧!"
 #    george_description: "CEO, business guy, web designer, game designer, and champion of beginning programmers everywhere."
 #    scott_description: "Programmer extraordinaire, software architect, kitchen wizard, and master of finances. Scott is the reasonable one."
 #    nick_description: "Programming wizard, eccentric motivation mage, and upside-down experimenter. Nick can do anything and chooses to build CodeCombat."
 #    jeremy_description: "Customer support mage, usability tester, and community organizer; you've probably already spoken with Jeremy."
 #    michael_description: "Programmer, sys-admin, and undergrad technical wunderkind, Michael is the person keeping our servers online."
 
-#  legal:
-#    page_title: "Legal"
-#    opensource_intro: "CodeCombat is free to play and completely open source."
-#    opensource_description_prefix: "Check out "
-#    github_url: "our GitHub"
-#    opensource_description_center: "and help out if you like! CodeCombat is built on dozens of open source projects, and we love them. See "
-#    archmage_wiki_url: "our Archmage wiki"
-#    opensource_description_suffix: "for a list of the software that makes this game possible."
-#    practices_title: "Respectful Best Practices"
-#    practices_description: "These are our promises to you, the player, in slightly less legalese."
-#    privacy_title: "Privacy"
-#    privacy_description: "We will not sell any of your personal information. We intend to make money through recruitment eventually, but rest assured we will not distribute your personal information to interested companies without your explicit consent."
-#    security_title: "Security"
-#    security_description: "We strive to keep your personal information safe. As an open source project, our site is freely open to anyone to review and improve our security systems."
-#    email_title: "Email"
-#    email_description_prefix: "We will not inundate you with spam. Through"
-#    email_settings_url: "your email settings"
-#    email_description_suffix: "or through links in the emails we send, you can change your preferences and easily unsubscribe at any time."
-#    cost_title: "Cost"
-#    cost_description: "Currently, CodeCombat is 100% free! One of our main goals is to keep it that way, so that as many people can play as possible, regardless of place in life. If the sky darkens, we might have to charge subscriptions or for some content, but we'd rather not. With any luck, we'll be able to sustain the company with:"
-#    recruitment_title: "Recruitment"
-#    recruitment_description_prefix: "Here on CodeCombat, you're going to become a powerful wizard–not just in the game, but also in real life."
-#    url_hire_programmers: "No one can hire programmers fast enough"
-#    recruitment_description_suffix: "so once you've sharpened your skills and if you agree, we will demo your best coding accomplishments to the thousands of employers who are drooling for the chance to hire you. They pay us a little, they pay you"
-#    recruitment_description_italic: "a lot"
-#    recruitment_description_ending: "the site remains free and everybody's happy. That's the plan."
-#    copyrights_title: "Copyrights and Licenses"
-#    contributor_title: "Contributor License Agreement"
-#    contributor_description_prefix: "All contributions, both on the site and on our GitHub repository, are subject to our"
-#    cla_url: "CLA"
-#    contributor_description_suffix: "to which you should agree before contributing."
-#    code_title: "Code - MIT"
-#    code_description_prefix: "All code owned by CodeCombat or hosted on codecombat.com, both in the GitHub repository or in the codecombat.com database, is licensed under the"
-#    mit_license_url: "MIT license"
-#    code_description_suffix: "This includes all code in Systems and Components that are made available by CodeCombat for the purpose of creating levels."
-#    art_title: "Art/Music - Creative Commons "
-#    art_description_prefix: "All common content is available under the"
+  legal:
+    page_title: "法律"
+    opensource_intro: "CodeCombat 是一个自由发挥,完全开源的项目。"
+    opensource_description_prefix: "查看"
+    github_url: "我们的 GitHub"
+    opensource_description_center: "并做你想做的修改吧!CodeCombat 是构筑在几十个开源项目的基础之上,我们爱它们。见"
+    archmage_wiki_url: "我们的 Archmage wiki"
+    opensource_description_suffix: "了解让这个游戏成为可能的名单。"
+    practices_title: "尊重最佳实践"
+    practices_description: "这是我们对您的承诺,即玩家,尽管这在法律用语中略显不足。"
+    privacy_title: "隐私"
+    privacy_description: "我们不会出售您的任何个人信息。我们计划最终通过招聘来盈利,但请您放心,未经您的明确同意,我们不会将您的个人信息出售有兴趣的公司。"
+    security_title: "安全"
+    security_description: "我们竭力保证您的个人信息安全性。作为一个开源项目,任何人都可以检讨并改善我们自由开放的网站的安全性。"
+    email_title: "电子邮件"
+    email_description_prefix: "我们不会发给您垃圾邮件。通过"
+    email_settings_url: "您的电子邮件设置"
+    email_description_suffix: "或者我们发送的邮件中的链接,您可以随时更改您的偏好设置或者随时取消订阅。"
+    cost_title: "花费"
+    cost_description: "目前来说,CodeCombat 是完全免费的!我们的主要目标之一也是保持目前这种方式,让尽可能多的人玩得更好,不论是否是生活中。如果天空变暗,我们可能会对某些内容采取订阅收费,但我们宁愿不那么做。运气好的话,我们可以维持公司,通过:"
+    recruitment_title: "招募"
+    recruitment_description_prefix: "在 CodeCombat 这里,你将得以成为一名法力强大的“巫师”,不只是在游戏中,更在生活中。"
+    url_hire_programmers: "没有人能以足够快速度招聘程序员,"
+    recruitment_description_suffix: "所以一旦你的技能成熟并且得到你的同意,我们将战士你的最佳编码成就给上万名雇主,希望他们垂涎欲滴。而他们支付给我们一点点报酬,并且付给你工资,"
+    recruitment_description_italic: "“一大笔”"
+    recruitment_description_ending: "。而这网站也就能保持免费,皆大欢喜。计划就是这样。"
+    copyrights_title: "版权与许可"
+    contributor_title: "贡献者许可协议"
+    contributor_description_prefix: "在本网站或者我们的 GitHub 版本库的所有贡献都依照我们的"
+    cla_url: "贡献者许可协议(CLA)"
+    contributor_description_suffix: ",而这在您贡献之前就应该已经同意。"
+    code_title: "代码 - MIT"
+    code_description_prefix: "所有由 CodeCombat 拥有或者托管在 codecombat.com 的代码,在 GitHub 版本库或者 codecombat.com 数据库,以上许可协议都依照"
+    mit_license_url: "MIT 许可证"
+    code_description_suffix: "这包括所有 CodeCombat 公开的制作关卡用的系统和组件代码。"
+    art_title: "美术和音乐 - Creative Commons"
+    art_description_prefix: "所有共通的内容都在"
 #    cc_license_url: "Creative Commons Attribution 4.0 International License"
-#    art_description_suffix: "Common content is anything made generally available by CodeCombat for the purpose of creating Levels. This includes:"
-#    art_music: "Music"
-#    art_sound: "Sound"
-#    art_artwork: "Artwork"
-#    art_sprites: "Sprites"
-#    art_other: "Any and all other non-code creative works that are made available when creating Levels."
-#    art_access: "Currently there is no universal, easy system for fetching these assets. In general, fetch them from the URLs as used by the site, contact us for assistance, or help us in extending the site to make these assets more easily accessible."
-#    art_paragraph_1: "For attribution, please name and link to codecombat.com near where the source is used or where appropriate for the medium. For example:"
-#    use_list_1: "If used in a movie or another game, include codecombat.com in the credits."
-#    use_list_2: "If used on a website, include a link near the usage, for example underneath an image, or in a general attributions page where you might also mention other Creative Commons works and open source software being used on the site. Something that's already clearly referencing CodeCombat, such as a blog post mentioning CodeCombat, does not need some separate attribution."
-#    art_paragraph_2: "If the content being used is created not by CodeCombat but instead by a user of codecombat.com, attribute them instead, and follow attribution directions provided in that resource's description if there are any."
-#    rights_title: "Rights Reserved"
-#    rights_desc: "All rights are reserved for Levels themselves. This includes"
-#    rights_scripts: "Scripts"
-#    rights_unit: "Unit configuration"
-#    rights_description: "Description"
-#    rights_writings: "Writings"
-#    rights_media: "Media (sounds, music) and any other creative content made specifically for that Level and not made generally available when creating Levels."
-#    rights_clarification: "To clarify, anything that is made available in the Level Editor for the purpose of making levels is under CC, whereas the content created with the Level Editor or uploaded in the course of creation of Levels is not."
-#    nutshell_title: "In a Nutshell"
-#    nutshell_description: "Any resources we provide in the Level Editor are free to use as you like for creating Levels. But we reserve the right to restrict distribution of the Levels themselves (that are created on codecombat.com) so that they may be charged for in the future, if that's what ends up happening."
-#    canonical: "The English version of this document is the definitive, canonical version. If there are any discrepencies between translations, the English document takes precedence."
+    art_description_suffix: "条款下公开。共通内容是指所有 CodeCombat 发布出来用于制作关卡的内容。这包括:"
+    art_music: "音乐"
+    art_sound: "声效"
+    art_artwork: "图画"
+    art_sprites: "精灵"
+    art_other: "所有制作关卡时公开的,不是代码的创造性产品。"
+    art_access: "目前还没有简便通用的下载素材的方式。一般来讲,从网站上使用的URL下载,或者联系我们寻找帮助。当然你也可以帮我们扩展网站,让这些资源更容易下载。"
+    art_paragraph_1: "关于署名,请说明并在使用处附近,或对媒体形式来说合适的地方提供一个 codecombat.com 的链接。举例:"
+    use_list_1: "如果是用在电影里或者其他游戏里,请在制作人员表中加入 codecombat.com 。"
+    use_list_2: "如果用在网站上,将链接在使用的地方附近,比如图片下面,或者一个你放置其他 Creative Commons 署名和开源软件协议的专门页面。如果你的内容明确提到关于 CodeCombat,那你就不需要额外署名。"
+    art_paragraph_2: "如果你使用的内容不是由 CodeCombat 制作,而是由 codecombat.com 上其他的用户制作的,那你应该给他们署名。如果相应资源的页面上有署名指示,那你应该遵循那些指示。"
+    rights_title: "版权所有"
+    rights_desc: "所有关卡由他们自己版权所有。这包括"
+    rights_scripts: "脚本"
+    rights_unit: "单元配置"
+    rights_description: "描述"
+    rights_writings: "作品"
+    rights_media: "声音、音乐以及其他专门为某个关卡制作,而不对其他关卡开放的创造性内容"
+    rights_clarification: "澄清:所有在关卡编辑器里公开用于制作关卡的资源都是在CC协议下发布的,而使用关卡编辑器制作,或者在关卡制作过程中上传的内容则不是。"
+    nutshell_title: "简而言之"
+    nutshell_description: "我们在关卡编辑器里公开的任何资源,你都可以在制作关卡时随意使用,但我们保留限制在 codecombat.com 之上创建的关卡本身传播的权利,因为我们以后可能决定为它们收费。"
+    canonical: "这篇说明的英文版本是权威版本。如果各个翻译版本之间有任何冲突,以英文版为准。"
 
   contribute:
     page_title: "贡献"
-#    character_classes_title: "Character Classes"
-#    introduction_desc_intro: "We have high hopes for CodeCombat."
-#    introduction_desc_pref: "We want to be where programmers of all stripes come to learn and play together, introduce others to the wonderful world of coding, and reflect the best parts of the community. We can't and don't want to do that alone; what makes projects like GitHub, Stack Overflow and Linux great are the people who use them and build on them. To that end, "
-#    introduction_desc_github_url: "CodeCombat is totally open source"
-#    introduction_desc_suf: ", and we aim to provide as many ways as possible for you to take part and make this project as much yours as ours."
-#    introduction_desc_ending: "We hope you'll join our party!"
+    character_classes_title: "贡献者职业"
+    introduction_desc_intro: "我们对 CodeCombat 有很高的期望。"
+    introduction_desc_pref: "我们希望所有的程序员一起来学习和游戏,让其他人也见识到代码的美妙,并且展现出社区的最好一面。我们不能也不想独自完成这个目标:让 GitHub、Stack Overflow 和 Linux 真正伟大的是它们的用户。为了完成这个目标,"
+    introduction_desc_github_url: "我们把 CodeCombat 完全开源"
+    introduction_desc_suf: ",而且我们希望提供尽可能多的方法让你来参加这个项目,与我们一起创造。"
+    introduction_desc_ending: "我们希望你也会加入进来!"
 #    introduction_desc_signature: "- Nick, George, Scott, Michael, and Jeremy"
-#    alert_account_message_intro: "Hey there!"
-#    alert_account_message_pref: "To subscribe for class emails, you'll need to "
-#    alert_account_message_suf: "first."
-#    alert_account_message_create_url: "create an account"
-#    archmage_summary: "Interested in working on game graphics, user interface design, database and server organization, multiplayer networking, physics, sound, or game engine performance? Want to help build a game to help other people learn what you are good at? We have a lot to do and if you are an experienced programmer and want to develop for CodeCombat, this class is for you. We would love your help building the best programming game ever."
-#    archmage_introduction: "One of the best parts about building games is they synthesize so many different things. Graphics, sound, real-time networking, social networking, and of course many of the more common aspects of programming, from low-level database management, and server administration to user facing design and interface building. There's a lot to do, and if you're an experienced programmer with a hankering to really dive into the nitty-gritty of CodeCombat, this class might be for you. We would love to have your help building the best programming game ever."
-#    class_attributes: "Class Attributes"
-#    archmage_attribute_1_pref: "Knowledge in "
-#    archmage_attribute_1_suf: ", or a desire to learn. Most of our code is in this language. If you're a fan of Ruby or Python, you'll feel right at home. It's JavaScript, but with a nicer syntax."
-#    archmage_attribute_2: "Some experience in programming and personal initiative. We'll help you get oriented, but we can't spend much time training you."
-#    how_to_join: "How To Join"
-#    join_desc_1: "Anyone can help out! Just check out our "
-#    join_desc_2: "to get started, and check the box below to mark yourself as a brave Archmage and get the latest news by email. Want to chat about what to do or how to get more deeply involved? "
-#    join_desc_3: ", or find us in our "
-#    join_desc_4: "and we'll go from there!"
-#    join_url_email: "Email us"
-#    join_url_hipchat: "public HipChat room"
-#    more_about_archmage: "Learn More About Becoming an Archmage"
-#    archmage_subscribe_desc: "Get emails on new coding opportunities and announcements."
-#    artisan_summary_pref: "Want to design levels and expand CodeCombat's arsenal? People are playing through our content at a pace faster than we can build! Right now, our level editor is barebone, so be wary. Making levels will be a little challenging and buggy. If you have visions of campaigns spanning for-loops to"
-#    artisan_summary_suf: "then this class is for you."
+    alert_account_message_intro: "你好!"
+    alert_account_message_pref: "要订阅贡献者邮件,你得先"
+    alert_account_message_suf: "。"
+    alert_account_message_create_url: "创建账号"
+    archmage_summary: "你对游戏图像、界面设计、数据库和服务器运营、多人在线、物理、声音、游戏引擎性能感兴趣吗?想做一个教别人编程的游戏吗?如果你有编程经验,想要开发 CodeCombat ,那就选择这个职业吧。我们会非常高兴在制作史上最好的编程游戏的过程中得到你的帮助。"
+    archmage_introduction: "制作游戏的时候,最令人激动人心的事情莫过于整合诸多的要素。图像、音响、实事网络交流、社交网络,以及从底层数据库管理到服务器运维,再到用户界面的设计和实现的各种编程方面。制作游戏有很多事情要做,因此如果你有编程经验,还有深入 CodeCombat 的细节中的干劲,你可能应该选择这个职业。我们会非常高兴在制作史上最好的编程游戏的过程中得到你的帮助。"
+    class_attributes: "职业特性"
+    archmage_attribute_1_pref: "了解"
+    archmage_attribute_1_suf: ",或者想要学习。我们的多数代码都是用它写就的。如果你喜欢 Ruby 或者 Python,那你肯定会感到很熟悉。它就是 JavaScript,但它的语法更友好。"
+    archmage_attribute_2: "编程经验和干劲。我们可以帮你走上正规,但恐怕没多少时间培训你。"
+    how_to_join: "如何加入"
+    join_desc_1: "谁都可以帮忙!先看看我们的"
+    join_desc_2: ",然后勾上下面的复选框,这样你就会作为勇敢的大法师收到我们的电邮。如果你想和开发人员聊天或者更深入地参与,可以"
+    join_desc_3: "或者去我们的"
+    join_desc_4: ",然后我们有话好说!"
+    join_url_email: "给我们发邮件"
+    join_url_hipchat: " HipChat 聊天室"
+    more_about_archmage: "了解成为大法师的方法"
+    archmage_subscribe_desc: "通过电子邮件获得新的编码机会和公告。"
+    artisan_summary_pref: "想要设计 CodeCombat 的关卡吗?人们玩的比我们做的快多了!现在我们的关卡编辑器还很基本,所以做起关卡来会有点麻烦,还会有bug。只要你有制作关卡的灵感,不管是简单的for循环还是"
+    artisan_summary_suf: "这种东西,这个职业都很适合你。"
 #    artisan_introduction_pref: "We must construct additional levels! People be clamoring for more content, and we can only build so many ourselves. Right now your workstation is level one; our level editor is barely usable even by its creators, so be wary. If you have visions of campaigns spanning for-loops to"
 #    artisan_introduction_suf: "then this class might be for you."
 #    artisan_attribute_1: "Any experience in building content like this would be nice, such as using Blizzard's level editors. But not required!"
@@ -387,72 +388,72 @@ module.exports = nativeDescription: "简体中文", englishDescription: "Chinese
 #    artisan_join_step2: "Create a new level and explore existing levels."
 #    artisan_join_step3: "Find us in our public HipChat room for help."
 #    artisan_join_step4: "Post your levels on the forum for feedback."
-#    more_about_artisan: "Learn More About Becoming an Artisan"
-#    artisan_subscribe_desc: "Get emails on level editor updates and announcements."
-#    adventurer_sumamry: "Let us be clear about your role: you are the tank. You are going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class is for you."
+    more_about_artisan: "了解成为工匠的方法"
+    artisan_subscribe_desc: "通过电子邮件获得关卡编辑器更新和公告。"
+    adventurer_summary: "丑话说在前面,你就是那个挡枪子的,而且你会伤得很重。我们需要人手来测试崭新的关卡,并且提出改进意见。做一个好游戏是一个漫长的过程,没人第一次就能搞对。如果你能忍得了这些,而且身体健壮,那这个职业就是你的了。"
 #    adventurer_introduction: "Let's be clear about your role: you are the tank. You're going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class might be for you."
 #    adventurer_attribute_1: "A thirst for learning. You want to learn how to code and we want to teach you how to code. You'll probably be doing most of the teaching in this case, though."
 #    adventurer_attribute_2: "Charismatic. Be gentle but articulate about what needs improving, and offer suggestions on how to improve."
 #    adventurer_join_pref: "Either get together with (or recruit!) an Artisan and work with them, or check the box below to receive emails when there are new levels to test. We'll also be posting about levels to review on our networks like"
 #    adventurer_forum_url: "our forum"
 #    adventurer_join_suf: "so if you prefer to be notified those ways, sign up there!"
-#    more_about_adventurer: "Learn More About Becoming an Adventurer"
-#    adventurer_subscribe_desc: "Get emails when there are new levels to test."
-#    scribe_summary_pref: "CodeCombat is not just going to be a bunch of levels. It will also be a resource of programming knowledge that players can hook into. That way, each Artisan can link to a detailed article that for the player's edification: documentation akin to what the "
-#    scribe_summary_sufx: " has built. If you enjoy explaining programming concepts, then this class is for you."
+    more_about_adventurer: "了解成为冒险家的方法"
+    adventurer_subscribe_desc: "通过电子邮件获得新关卡通知。"
+    scribe_summary_pref: "CodeCombat 不只是一堆关卡的集合,它还是玩家们编程知识的来源。这样的话,每个工匠都能链接详尽的文档,以供玩家们学习,类似于"
+    scribe_summary_sufx: "那些。如果你喜欢解释编程概念,那这个职业适合你。"
 #    scribe_introduction_pref: "CodeCombat isn't just going to be a bunch of levels. It will also include a resource for knowledge, a wiki of programming concepts that levels can hook into. That way rather than each Artisan having to describe in detail what a comparison operator is, they can simply link their level to the Article describing them that is already written for the player's edification. Something along the lines of what the "
 #    scribe_introduction_url_mozilla: "Mozilla Developer Network"
 #    scribe_introduction_suf: " has built. If your idea of fun is articulating the concepts of programming in Markdown form, then this class might be for you."
 #    scribe_attribute_1: "Skill in words is pretty much all you need. Not only grammar and spelling, but able to convey complicated ideas to others."
 #    contact_us_url: "Contact us"
 #    scribe_join_description: "tell us a little about yourself, your experience with programming and what sort of things you'd like to write about. We'll go from there!"
-#    more_about_scribe: "Learn More About Becoming a Scribe"
-#    scribe_subscribe_desc: "Get emails about article writing announcements."
-    diplomat_summary: "在其他国家不讲英语,很多人对于CodeCombat有很大的兴趣。我们正在寻找译者,愿意花时间翻译网站的语料库的词语,这样CodeCombat就能尽快访问到世界各地。如果你想帮助CodeCombat国际化,那么这个类就是给你的。"
-    diplomat_introduction_pref: "如果有一件事情是从 "
-    diplomat_launch_url: "launch in October"
-    diplomat_introduction_suf: "学来的,Combat有相当大的兴趣在其他国家发展。我们正在构建一个译者兵团把单词一个一个的翻译,让CodeCombat尽可能地访问到世界各地。如果你喜欢偷偷地瞄一眼即将到来的内容,并让你的国民尽快学习到CodeCombat,那么这个类可能适合你。"
-    diplomat_attribute_1: "会流利的英语和能翻译的语言。当传递复杂思想,难得的是能很好的同时掌握这两个。"
-    diplomat_join_pref_github: "找到你自己的语言文件 "
-    diplomat_github_url: "在GitHub网站"
-    diplomat_join_suf_github: "在线编辑它,然后提交一个合并请求。同时,检查下面这个盒子来关注最新的国际化开发!"
-    more_about_diplomat: "学习更多关于“成为一名外交官(翻译者)”"
-    diplomat_subscribe_desc: "接受邮件,关于国际化开发和翻译情况"
-#    ambassador_summary: "We are trying to build a community, and every community needs a support team when there are troubles. We have got chats, emails, and social networks so that our users can get acquainted with the game. If you want to help people get involved, have fun, and learn some programming, then this class is for you."
+    more_about_scribe: "了解成为文书的方法"
+    scribe_subscribe_desc: "通过电子邮件获得写作新文档的通知。"
+    diplomat_summary: "很多国家不说英文,但是人们对 CodeCombat 兴致很高!我们需要具有热情的翻译者,来把这个网站上的文字尽快带向全世界。如果你想帮我们走向全球,那这个职业适合你。"
+    diplomat_introduction_pref: "如果说我们从"
+    diplomat_launch_url: "十月的发布"
+    diplomat_introduction_suf: "中得到了什么启发:那就是全球的人对 CodeCombat 都很感兴趣。我们召集了一群翻译者,尽快地把网站上的信息翻译成各国文字。如果你对即将发布的新内容感兴趣,想让你的国家的人们玩上,就快来成为外交官吧。"
+    diplomat_attribute_1: "既会说流利的英语,也熟悉自己的语言。编程是一件很复杂的事情,而要翻译复杂的概念,你必须对两种语言都在行!"
+    diplomat_join_pref_github: "在"
+    diplomat_github_url: "GitHub"
+    diplomat_join_suf_github: "找到你的语言文件,在线编辑它,然后提交一个合并请求。同时,选中下面这个复选框来关注最新的国际化开发!"
+    more_about_diplomat: "了解成为外交官的方法"
+    diplomat_subscribe_desc: "接受有关国际化开发和翻译情况的邮件"
+    ambassador_summary: "我们要建立一个社区,而当社区遇到麻烦的时候,就要支持人员出场了。我们运用 IRC、电邮、社交网站等多种平台帮助玩家熟悉游戏。如果你想帮人们参与进来,学习编程,然后玩的开心,那这个职业属于你。"
 #    ambassador_introduction: "This is a community we're building, and you are the connections. We've got Olark chats, emails, and social networks with lots of people to talk with and help get acquainted with the game and learn from. If you want to help people get involved and have fun, and get a good feel of the pulse of CodeCombat and where we're going, then this class might be for you."
 #    ambassador_attribute_1: "Communication skills. Be able to identify the problems players are having and help them solve them. Also, keep the rest of us informed about what players are saying, what they like and don't like and want more of!"
 #    ambassador_join_desc: "tell us a little about yourself, what you've done and what you'd be interested in doing. We'll go from there!"
 #    ambassador_join_note_strong: "Note"
 #    ambassador_join_note_desc: "One of our top priorities is to build multiplayer where players having difficulty solving levels can summon higher level wizards to help them. This will be a great way for ambassadors to do their thing. We'll keep you posted!"
-#    more_about_ambassador: "Learn More About Becoming an Ambassador"
-#    ambassador_subscribe_desc: "Get emails on support updates and multiplayer developments."
-#    counselor_summary: "None of the above roles fit what you are interested in? Do not worry, we are on the lookout for anybody who wants a hand in the development of CodeCombat! If you are interested in teaching, game development, open source management, or anything else that you think will be relevant to us, then this class is for you."
-#    counselor_introduction_1: "Do you have life experience? A different perspective on things that can help us decide how to shape CodeCombat? Of all these roles, this will probably take the least time, but individually you may make the most difference. We're on the lookout for wisened sages, particularly in areas like: teaching, game development, open source project management, technical recruiting, entrepreneurship, or design."
-#    counselor_introduction_2: "Or really anything that is relevant to the development of CodeCombat. If you have knowledge and want to share it to help grow this project, then this class might be for you."
-#    counselor_attribute_1: "Experience, in any of the areas above or something you think might be helpful."
-#    counselor_attribute_2: "A little bit of free time!"
-#    counselor_join_desc: "tell us a little about yourself, what you've done and what you'd be interested in doing. We'll put you in our contact list and be in touch when we could use advice (not too often)."
-#    more_about_counselor: "Learn More About Becoming a Counselor"
-#    changes_auto_save: "Changes are saved automatically when you toggle checkboxes."
-#    diligent_scribes: "Our Diligent Scribes:"
-#    powerful_archmages: "Our Powerful Archmages:"
-#    creative_artisans: "Our Creative Artisans:"
-#    brave_adventurers: "Our Brave Adventurers:"
-#    translating_diplomats: "Our Translating Diplomats:"
-#    helpful_ambassadors: "Our Helpful Ambassadors:"
+    more_about_ambassador: "了解成为使节的方法"
+    ambassador_subscribe_desc: "通过电子邮件获得支持系统的现状,以及多人游戏方面的新进展。"
+    counselor_summary: "以上的职业都不适合你?没关系,我们欢迎每一个想参与 CodeCombat 开发的人!如果你熟悉教学、游戏开发、开源管理,或者任何你觉得和我们有关的方面,那这个职业属于你。"
+    counselor_introduction_1: "也许你有人生的经验,也许你对 CodeCombat 的发展有独特的观点。在所有这些角色中,这个角色花费的时间可能最少,但作为个人你的价值却最高。我们在寻找各方面的贤人,尤其是在教学、游戏开发、开源软件管理、技术企业招聘、创业或者设计方面的。"
+    counselor_introduction_2: "任何和 CodeCombat 的开发有关系的又可以。如果你有知识,并且希望分享给我们,帮这个项目成长,那这个职业属于你。"
+    counselor_attribute_1: "经验。上述的任何领域,或者你认为对我们有帮助的领域。"
+    counselor_attribute_2: "一点用来谈笑风生的时间!"
+    counselor_join_desc: ",向我们介绍以下你自己:你做过什么、对什么有兴趣。当我们需要你的建议的时候,我们会联系你的(不会很经常)。"
+    more_about_counselor: "了解成为顾问的方式"
+    changes_auto_save: "在您切换复选框时,更改将自动保存。"
+    diligent_scribes: "我们勤奋的文书:"
+    powerful_archmages: "我们强力的大法师:"
+    creative_artisans: "我们极具创意的工匠:"
+    brave_adventurers: "我们勇敢的冒险家:"
+    translating_diplomats: "我们遍及世界的外交官:"
+    helpful_ambassadors: "我们亲切的使节:"
 
-#  classes:
-#    archmage_title: "Archmage"
-#    archmage_title_description: "(Coder)"
-#    artisan_title: "Artisan"
-#    artisan_title_description: "(Level Builder)"
-#    adventurer_title: "Adventurer"
-#    adventurer_title_description: "(Level Playtester)"
-#    scribe_title: "Scribe"
-#    scribe_title_description: "(Article Editor)"
-#    diplomat_title: "Diplomat"
-#    diplomat_title_description: "(Translator)"
-#    ambassador_title: "Ambassador"
-#    ambassador_title_description: "(Support)"
-#    counselor_title: "Counselor"
-#    counselor_title_description: "(Expert/Teacher)"
+  classes:
+    archmage_title: "大法师"
+    archmage_title_description: "(代码编写人员)"
+    artisan_title: "工匠"
+    artisan_title_description: "(关卡建立人员)"
+    adventurer_title: "冒险家"
+    adventurer_title_description: "(关卡测试人员)"
+    scribe_title: "文书"
+    scribe_title_description: "(提示编辑人员)"
+    diplomat_title: "外交官"
+    diplomat_title_description: "(翻译人员)"
+    ambassador_title: "使节"
+    ambassador_title_description: "(用户支持人员)"
+    counselor_title: "顾问"
+    counselor_title_description: "(专家/导师)"
diff --git a/app/locale/zh-HANT.coffee b/app/locale/zh-HANT.coffee
index aad8bbbf9..b6cf92b26 100644
--- a/app/locale/zh-HANT.coffee
+++ b/app/locale/zh-HANT.coffee
@@ -200,6 +200,7 @@ module.exports = nativeDescription: "繁体中文", englishDescription: "Chinese
     tome_available_spells: "可用的法術"
     hud_continue: "繼續 (按 shift-空格)"
     spell_saved: "咒語已儲存"
+#    skip_tutorial: "Skip (esc)"
 
 #  admin:
 #    av_title: "Admin Views"
@@ -389,7 +390,7 @@ module.exports = nativeDescription: "繁体中文", englishDescription: "Chinese
 #    artisan_join_step4: "Post your levels on the forum for feedback."
 #    more_about_artisan: "Learn More About Becoming an Artisan"
 #    artisan_subscribe_desc: "Get emails on level editor updates and announcements."
-#    adventurer_sumamry: "Let us be clear about your role: you are the tank. You are going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class is for you."
+#    adventurer_summary: "Let us be clear about your role: you are the tank. You are going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class is for you."
 #    adventurer_introduction: "Let's be clear about your role: you are the tank. You're going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class might be for you."
 #    adventurer_attribute_1: "A thirst for learning. You want to learn how to code and we want to teach you how to code. You'll probably be doing most of the teaching in this case, though."
 #    adventurer_attribute_2: "Charismatic. Be gentle but articulate about what needs improving, and offer suggestions on how to improve."
diff --git a/app/locale/zh.coffee b/app/locale/zh.coffee
index f0afbd64b..452df3628 100644
--- a/app/locale/zh.coffee
+++ b/app/locale/zh.coffee
@@ -198,8 +198,9 @@ module.exports = nativeDescription: "中文", englishDescription: "Chinese", tra
 #    tome_select_spell: "Select a Spell"
 #    tome_select_a_thang: "Select Someone for "
 #    tome_available_spells: "Available Spells"
-#    hud_continue: "Continue (press shift-space)"
+#    hud_continue: "Continue (shift+space)"
 #    spell_saved: "Spell Saved"
+#    skip_tutorial: "Skip (esc)"
 
 #  admin:
 #    av_title: "Admin Views"
@@ -389,7 +390,7 @@ module.exports = nativeDescription: "中文", englishDescription: "Chinese", tra
 #    artisan_join_step4: "Post your levels on the forum for feedback."
 #    more_about_artisan: "Learn More About Becoming an Artisan"
 #    artisan_subscribe_desc: "Get emails on level editor updates and announcements."
-#    adventurer_sumamry: "Let us be clear about your role: you are the tank. You are going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class is for you."
+#    adventurer_summary: "Let us be clear about your role: you are the tank. You are going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class is for you."
 #    adventurer_introduction: "Let's be clear about your role: you are the tank. You're going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class might be for you."
 #    adventurer_attribute_1: "A thirst for learning. You want to learn how to code and we want to teach you how to code. You'll probably be doing most of the teaching in this case, though."
 #    adventurer_attribute_2: "Charismatic. Be gentle but articulate about what needs improving, and offer suggestions on how to improve."
diff --git a/app/models/CocoModel.coffee b/app/models/CocoModel.coffee
index f4551b904..3f4c9455c 100644
--- a/app/models/CocoModel.coffee
+++ b/app/models/CocoModel.coffee
@@ -16,13 +16,15 @@ class CocoModel extends Backbone.Model
 
   initialize: ->
     super()
+    @constructor.schema ?= new CocoSchema(@urlRoot)
     if not @constructor.className
       console.error("#{@} needs a className set.")
     @markToRevert()
     if @constructor.schema?.loaded
       @addSchemaDefaults()
     else
-      @loadSchema()
+      {me} = require 'lib/auth'
+      @loadSchema() if me?.loaded
     @once 'sync', @onLoaded, @
     @saveBackup = _.debounce(@saveBackup, 500)
 
@@ -51,10 +53,8 @@ class CocoModel extends Backbone.Model
   @backedUp = {}
 
   loadSchema: ->
-    unless @constructor.schema
-      @constructor.schema = new CocoSchema(@urlRoot)
-      @constructor.schema.fetch()
-
+    return if @constructor.schema.loading
+    @constructor.schema.fetch()
     @constructor.schema.once 'sync', =>
       @constructor.schema.loaded = true
       @addSchemaDefaults()
@@ -184,4 +184,25 @@ class CocoModel extends Backbone.Model
   @isObjectID: (s) ->
     s.length is 24 and s.match(/[a-z0-9]/gi)?.length is 24
 
+  hasReadAccess: (actor) ->
+    # actor is a User object
+
+    if @get('permissions')?
+      for permission in @get('permissions')
+        if permission.target is 'public' or actor.get('_id') is permission.target
+          return true if permission.access in ['owner', 'read']
+
+    return false
+
+  hasWriteAccess: (actor) ->
+    # actor is a User object
+
+    if @get('permissions')?
+      for permission in @get('permissions')
+        if permission.target is 'public' or actor.get('_id') is permission.target
+          return true if permission.access in ['owner', 'write']
+
+    return false
+
+
 module.exports = CocoModel
diff --git a/app/models/Level.coffee b/app/models/Level.coffee
index cb82d325a..c260a8178 100644
--- a/app/models/Level.coffee
+++ b/app/models/Level.coffee
@@ -52,13 +52,14 @@ module.exports = class Level extends CocoModel
       visit = (c) ->
         return if c in sorted
         lc = _.find levelComponents, {original: c.original}
-        console.error "Couldn't find lc for", c unless lc
+        console.error thang.id, "couldn't find lc for", c unless lc
         if lc.name is "Programmable"
           # Programmable always comes last
           visit c2 for c2 in _.without thang.components, c
         else
           for d in lc.dependencies or []
             c2 = _.find thang.components, {original: d.original}
+            console.error thang.id, "couldn't find dependent Component", d.original, "from", lc.name unless c2
             visit c2
           if lc.name is "Collides"
             allied = _.find levelComponents, {name: "Allied"}
@@ -115,15 +116,5 @@ module.exports = class Level extends CocoModel
         model = CocoModel.getOrMakeModelFromLink link, shouldLoadProjection
         models.push model if model
     else if path is '/'
-      # We also we need to make sure we grab the Wizard ThangType and the Marks. Hackitrooooid!
-      for [type, original] in [
-        ["Wizard", "52a00d55cf1818f2be00000b"]
-        ["Highlight", "529f8fdbdacd325127000003"]
-        ["Selection", "52aa5f7520fccb0000000002"]
-        ["Target", "52b32ad97385ec3d03000001"]
-        ["Repair", "52bcc4591f766a891c000003"]
-      ]
-        link = "/db/thang_type/#{original}/version"
-        model = CocoModel.getOrMakeModelFromLink link, shouldLoadProjection
-        models.push model if model
+      models.push ThangType.loadUniversalWizard()
     models
diff --git a/app/models/SuperModel.coffee b/app/models/SuperModel.coffee
index 36a7fab72..9ce14c75d 100644
--- a/app/models/SuperModel.coffee
+++ b/app/models/SuperModel.coffee
@@ -2,6 +2,7 @@ class SuperModel
   constructor: ->
     @models = {}
     @collections = {}
+    @schemas = {}
     _.extend(@, Backbone.Events)
 
   populateModel: (model) ->
@@ -25,8 +26,11 @@ class SuperModel
     @removeEventsFromModel(model)
 
   modelLoaded: (model) ->
+    model.loadSchema()
     schema = model.schema()
-    return schema.once('sync', => @modelLoaded(model)) unless schema.loaded
+    unless schema.loaded
+      @schemas[schema.urlRoot] = schema
+      return schema.once('sync', => @modelLoaded(model))
     refs = model.getReferencedModels(model.attributes, schema.attributes, '/', @shouldLoadProjection)
     refs = [] unless @mustPopulate is model or @shouldPopulate(model)
 #    console.log 'Loaded', model.get('name')
@@ -96,9 +100,12 @@ class SuperModel
     total = 0
     loaded = 0
 
-    for key, model of @models
+    for model in _.values @models
       total += 1
       loaded += 1 if model.loaded
+    for schema in _.values @schemas
+      total += 1
+      loaded += 1 if schema.loaded
 
     return 1.0 unless total
     return loaded / total
diff --git a/app/models/ThangType.coffee b/app/models/ThangType.coffee
index 6aaff80a5..b28bea773 100644
--- a/app/models/ThangType.coffee
+++ b/app/models/ThangType.coffee
@@ -157,7 +157,8 @@ module.exports = class ThangType extends CocoModel
     for groupName, config of options.colorConfig or {}
       colorConfigs.push "#{groupName}:#{config.hue}|#{config.saturation}|#{config.lightness}"
     colorConfigs = colorConfigs.join ','
-    "#{@get('name')} - #{options.resolutionFactor} - #{colorConfigs}"
+    portraitOnly = !!options.portraitOnly
+    "#{@get('name')} - #{options.resolutionFactor} - #{colorConfigs} - #{portraitOnly}"
 
   getPortraitImage: (spriteOptionsOrKey, size=100) ->
     src = @getPortraitSource(spriteOptionsOrKey, size)
@@ -172,7 +173,10 @@ module.exports = class ThangType extends CocoModel
     key = spriteOptionsOrKey
     key = if _.isString(key) then key else @spriteSheetKey(@fillOptions(key))
     spriteSheet = @spriteSheets[key]
-    spriteSheet ?= @buildSpriteSheet({portraitOnly:true})
+    if not spriteSheet
+      options = if _.isPlainObject spriteOptionsOrKey then spriteOptionsOrKey else {}
+      options.portraitOnly = true
+      spriteSheet = @buildSpriteSheet(options)
     return unless spriteSheet
     canvas = $("<canvas width='#{size}' height='#{size}'></canvas>")
     stage = new createjs.Stage(canvas[0])
@@ -210,3 +214,12 @@ module.exports = class ThangType extends CocoModel
 
   onFileUploaded: =>
     console.log 'Image uploaded'
+
+  @loadUniversalWizard: ->
+    return @wizardType if @wizardType
+    wizOriginal = "52a00d55cf1818f2be00000b"
+    url = "/db/thang_type/#{wizOriginal}/version"
+    @wizardType = new module.exports()
+    @wizardType.url = -> url
+    @wizardType.fetch()
+    @wizardType
\ No newline at end of file
diff --git a/app/styles/not_found.sass b/app/styles/not_found.sass
new file mode 100644
index 000000000..677900b6d
--- /dev/null
+++ b/app/styles/not_found.sass
@@ -0,0 +1,9 @@
+@import "bootstrap/mixins"
+@import "bootstrap/variables"
+
+#not-found-view
+
+  .not-found-image
+    display: block
+    margin-left: auto
+    margin-right: auto
diff --git a/app/styles/play/ladder.sass b/app/styles/play/ladder.sass
index 027e755db..fc9bc6abc 100644
--- a/app/styles/play/ladder.sass
+++ b/app/styles/play/ladder.sass
@@ -1,4 +1,10 @@
 #ladder-view
+  h1
+    text-align: center
+    
+  .tab-pane
+    margin-top: 10px
+  
   .score-cell
     width: 50px
     
@@ -6,19 +12,19 @@
     margin-bottom: 10px
     background-image: none
 
-  .intro-button
-    width: 45%
-    margin: 0 2.5%
-
-  #simulation-status-text
-    display: inline
-    margin-left: 10px
-
   .name-col-cell
     max-width: 300px
     text-overflow: ellipsis
     white-space: nowrap
     overflow: hidden
     
+  tr.stale
+    opacity: 0.5
+
+  tr.win .state-cell
+    color: #172
+  tr.loss .state-cell
+    color: #712
+
   #must-log-in button
-    margin-right: 10px
\ No newline at end of file
+    margin-right: 10px
diff --git a/app/styles/play/ladder/play_modal.sass b/app/styles/play/ladder/play_modal.sass
new file mode 100644
index 000000000..465052114
--- /dev/null
+++ b/app/styles/play/ladder/play_modal.sass
@@ -0,0 +1,148 @@
+#ladder-play-modal
+  #noob-view p
+    font-size: 30px
+  
+  #skip-tutorial-button
+    font-size: 16px
+  
+  .tutorial-suggestion
+    text-align: center
+    font-size: 18px
+    margin: 10px 0 30px
+  
+  .play-option
+    margin-bottom: 15px
+    width: 100%
+    height: 100px
+    overflow: hidden
+    background: white
+    border: 1px solid #333
+    position: relative
+
+    -webkit-transition: opacity 0.3s ease-in-out
+    -moz-transition: opacity 0.3s ease-in-out
+    -ms-transition: opacity 0.3s ease-in-out
+    -o-transition: opacity 0.3s ease-in-out
+    transition: opacity 0.3s ease-in-out
+    
+    opacity: 0.4
+    
+    border-radius: 5px
+    .only-one
+      -webkit-transition: opacity 0.3s ease-in-out
+      -moz-transition: opacity 0.3s ease-in-out
+      -ms-transition: opacity 0.3s ease-in-out
+      -o-transition: opacity 0.3s ease-in-out
+      transition: opacity 0.3s ease-in-out
+      opacity: 0
+    
+  .play-option:hover
+    opacity: 1
+    .only-one
+      opacity: 1
+    
+  .my-icon
+    position: relative
+    left: 0
+    top: -10px
+    z-index: 1
+    
+  .my-team-icon
+    height: 60px
+    position: relative
+    top: -10px
+    left: 10px
+    z-index: 0
+    
+  .opponent-team-icon
+    height: 60px
+    position: relative
+    top: 10px
+    right: 10px
+    z-index: 0
+    float: right
+    -moz-transform: scaleX(-1)
+    -o-transform: scaleX(-1)
+    -webkit-transform: scaleX(-1)
+    transform: scaleX(-1)
+    filter: FlipH
+    -ms-filter: "FlipH"
+    
+  .opponent-icon
+    position: relative
+    float: right
+    right: 0
+    top: -10px
+    -moz-transform: scaleX(-1)
+    -o-transform: scaleX(-1)
+    -webkit-transform: scaleX(-1)
+    transform: scaleX(-1)
+    filter: FlipH
+    -ms-filter: "FlipH"
+    z-index: 1
+    
+  .name-label
+    border-bottom: 20px solid lightslategray
+    height: 0
+    width: 40%
+    position: absolute
+    bottom: 0
+    color: black
+    font-weight: bold
+    text-align: center
+    z-index: 2
+    
+    span
+      position: relative
+      top: 1px
+      
+  .my-name
+    border-right: 15px solid transparent
+    left: 0
+    span
+      left: 3px
+    
+  .opponent-name
+    border-left: 15px solid transparent
+    right: 0
+    //text-align: right
+    span
+      right: 3px
+  
+  .difficulty
+    border-top: 25px solid darkgray
+    border-left: 20px solid transparent
+    border-right: 20px solid transparent
+    height: 0
+    width: 30%
+    position: absolute
+    left: 35%
+    top: 0
+    color: black
+    text-align: center
+    font-size: 18px
+    font-weight: bold
+
+    span
+      position: relative
+      top: -25px
+      
+  .easy-option .difficulty
+    border-top: 25px solid limegreen
+      
+  .medium-option .difficulty
+    border-top: 25px solid darkorange
+    
+  .hard-option .difficulty
+    border-top: 25px solid black
+    color: white
+
+  .vs
+    position: absolute
+    left: 40%
+    right: 40%
+    text-align: center
+    top: 35px
+    font-size: 40px
+    font-weight: bolder
+    color: black
\ No newline at end of file
diff --git a/app/styles/play/ladder/team.sass b/app/styles/play/ladder/team.sass
deleted file mode 100644
index ca4cc9676..000000000
--- a/app/styles/play/ladder/team.sass
+++ /dev/null
@@ -1,12 +0,0 @@
-#ladder-team-view
-  #rank-button
-    margin-top: 15px
-  
-  #competitors-column .well
-    font-size: 18px
-    padding: 7px
-
-  #your-score
-    margin-top: 20px
-    text-align: center
-    font-size: 20px
\ No newline at end of file
diff --git a/app/styles/play/level/hud.sass b/app/styles/play/level/hud.sass
index 7858f0365..c83b20933 100644
--- a/app/styles/play/level/hud.sass
+++ b/app/styles/play/level/hud.sass
@@ -95,14 +95,35 @@
         height: 100px
         @include user-select(text)
   
-        .prop
-          img
-            margin-right: 5px
-            width: 16px
-            height: 16px
-  
         .text-prop
           width: 50%
+
+        .prop-label-icon
+          $iconSize: 16px
+          display: inline-block
+          width: $iconSize
+          height: $iconSize
+          margin-right: 5px
+          background: transparent url(/images/level/hud_info_icons.png) no-repeat
+          background-size: auto $iconSize
+          float: left
+
+          &.prop-label-icon-pos
+            background-position-x: -1 * $iconSize
+          &.prop-label-icon-target
+            background-position-x: -2 * $iconSize
+          &.prop-label-icon-inventory
+            background-position-x: -3 * $iconSize
+          &.prop-label-icon-visualRange
+            background-position-x: -4 * $iconSize
+          &.prop-label-icon-attackDamage
+            background-position-x: -5 * $iconSize
+          &.prop-label-icon-attackRange
+            background-position-x: -6 * $iconSize
+          &.prop-label-icon-maxSpeed
+            background-position-x: -7 * $iconSize
+          &.prop-label-icon-gold
+            background-position-x: -8 * $iconSize
   
         .prop-value.bar-prop
           width: 100px
@@ -187,11 +208,11 @@
               height: 19px
 
               div
-                @include box-sizing(border-box)
+                border-radius: 1px
                 background-color: #6BA1C8
                 height: 100%
-                border-bottom: 2px groove #201B15
-                border-right: 1px solid #201B15
+                border-bottom: 2px groove darken(#6BA1C8, 30%)
+                border-right: 1px solid darken(#6BA1C8, 10%)
                 position: absolute
                 top: 0
 
@@ -230,10 +251,7 @@
 
         .hud-hint
           font-weight: normal
-          color: #aaa
-          position: absolute
-          top: 0
-          right: 4px
+          color: #999
 
         .enter
           position: absolute
diff --git a/app/styles/play/level/modal/victory.sass b/app/styles/play/level/modal/victory.sass
index d29b67bcd..1dc9221f5 100644
--- a/app/styles/play/level/modal/victory.sass
+++ b/app/styles/play/level/modal/victory.sass
@@ -1,19 +1,35 @@
 #level-victory-modal
+  .victory-banner
+    float: right
+    width: 150px
+    position: relative
+    
+  .modal-footer
+    clear: both
+    padding-top: 15px
+  
   p.sign-up-poke
     text-align: left
     margin-bottom: 10px
+    
   .sign-up-button
     float: right
     margin-left: 10px
     
+  .next-level-button
+    float: right
+    margin-left: 10px
+
   .rating
     float: left
+    position: relative
+    top: 5px
     span
       margin-right: 5px
     i
       cursor: pointer
       padding: 2px
-      
+
   .review
     margin-top: 5px
     width: 100%
@@ -25,12 +41,10 @@
       width: 100%
       height: 80px
       box-sizing: border-box
-    
+
   .share-buttons
+    padding-top: 15px
     clear: both
 
   .modal-header
     text-align: center
-
-    .victory-banner
-      width: 200px
diff --git a/app/styles/play/level/tome/spell.sass b/app/styles/play/level/tome/spell.sass
index 9066b4af5..16473b06d 100644
--- a/app/styles/play/level/tome/spell.sass
+++ b/app/styles/play/level/tome/spell.sass
@@ -73,9 +73,10 @@
       .executing, .executed, .problem-marker-info, .problem-marker-warning, .problem-marker-error
         position: absolute
     .executing
-      background-color: rgba(216, 255, 255, 0.85)
+      background-color: rgba(0, 255, 0, 0.20)
+      @include gradient-striped()
     .executed
-      background-color: rgba(245, 255, 6, 0.18)
+      background-color: rgba(110, 110, 110, 0.12)
     .problem-marker-info
       background-color: rgba(196, 163, 184, 0.25)
     .problem-marker-warning
@@ -83,11 +84,20 @@
     .problem-marker-error
       background-color: rgba(110, 45, 27, 0.25)
 
+    .executing:not(.ace_gutter-cell)
+      background-size: 40px 40px
+      @include animation(progress-bar-stripes 2s linear infinite)
+
     .ace_gutter-cell.executing:not(.ace_error)
       margin-left: 1px
       background-image: url(data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABQAAAAUCAYAAACNiR0NAAAAGXRFWHRTb2Z0d2FyZQBBZG9iZSBJbWFnZVJlYWR5ccllPAAAA2hpVFh0WE1MOmNvbS5hZG9iZS54bXAAAAAAADw/eHBhY2tldCBiZWdpbj0i77u/IiBpZD0iVzVNME1wQ2VoaUh6cmVTek5UY3prYzlkIj8+IDx4OnhtcG1ldGEgeG1sbnM6eD0iYWRvYmU6bnM6bWV0YS8iIHg6eG1wdGs9IkFkb2JlIFhNUCBDb3JlIDUuMC1jMDYxIDY0LjE0MDk0OSwgMjAxMC8xMi8wNy0xMDo1NzowMSAgICAgICAgIj4gPHJkZjpSREYgeG1sbnM6cmRmPSJodHRwOi8vd3d3LnczLm9yZy8xOTk5LzAyLzIyLXJkZi1zeW50YXgtbnMjIj4gPHJkZjpEZXNjcmlwdGlvbiByZGY6YWJvdXQ9IiIgeG1sbnM6eG1wTU09Imh0dHA6Ly9ucy5hZG9iZS5jb20veGFwLzEuMC9tbS8iIHhtbG5zOnN0UmVmPSJodHRwOi8vbnMuYWRvYmUuY29tL3hhcC8xLjAvc1R5cGUvUmVzb3VyY2VSZWYjIiB4bWxuczp4bXA9Imh0dHA6Ly9ucy5hZG9iZS5jb20veGFwLzEuMC8iIHhtcE1NOk9yaWdpbmFsRG9jdW1lbnRJRD0ieG1wLmRpZDowMjgwMTE3NDA3MjA2ODExOEE2REU4Q0M1MTM1MkIxRiIgeG1wTU06RG9jdW1lbnRJRD0ieG1wLmRpZDpBQjVEQUNDMzQ4RUIxMUUxOEVGRUUyNzFENDM3RDVFMCIgeG1wTU06SW5zdGFuY2VJRD0ieG1wLmlpZDpBQjVEQUNDMjQ4RUIxMUUxOEVGRUUyNzFENDM3RDVFMCIgeG1wOkNyZWF0b3JUb29sPSJBZG9iZSBQaG90b3Nob3AgQ1M1LjEgTWFjaW50b3NoIj4gPHhtcE1NOkRlcml2ZWRGcm9tIHN0UmVmOmluc3RhbmNlSUQ9InhtcC5paWQ6QTU1MjE3RDIzMTIwNjgxMThEQkI4NTlBMjQ1QTEwOTUiIHN0UmVmOmRvY3VtZW50SUQ9InhtcC5kaWQ6MDI4MDExNzQwNzIwNjgxMThBNkRFOENDNTEzNTJCMUYiLz4gPC9yZGY6RGVzY3JpcHRpb24+IDwvcmRmOlJERj4gPC94OnhtcG1ldGE+IDw/eHBhY2tldCBlbmQ9InIiPz7SazaGAAAAiElEQVR42mL8//8/AzUBEwOVweA3kAWboI2jCyhgDwBx4ZH9ey5Qy4UOQHweaHg/EAtQ08sFUIMDqBmGCkC8HmgoCCtQM1ICoK5toGYsg8KzHmjo+UGbDj8AcSMwORkSnQ7xgA3QtPmApISNBTyAGrSBGl6eAMSGxBhGyIVkZT3G0fKQYgAQYACL+C2ZM6PC7AAAAABJRU5ErkJggg==)
       background-position: 0px center
 
+    .ace_gutter-cell.executed:not(.ace_error)
+      margin-left: 1px
+      background-image: url(data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABQAAAAUCAYAAACNiR0NAAAAGXRFWHRTb2Z0d2FyZQBBZG9iZSBJbWFnZVJlYWR5ccllPAAAANhJREFUeNpi/P//PwM1ARMDlcHgMrA428MAiANQBEFhSA4uynIXAOJ+dHFKXDgfiDdSxctAbzYAqQ+9U3ccQJdjIcMwByCVD8SGFEcK0DAFILUeiCcCXfeAIgOBhglADfsAxBNwqSPFy/1AbADEiUDXfSApHQJdcx+I9yPxE4AUCB8AGrYAn62M6HkZ6rX3UG4jEG8A4vNQviO2mMXrQqh3GqHcemi4gcACQobhixRQoMNiUQEaEY1k52WoKwuRhHAmE6KTDdCADdDwu4AvmRCMlOFfwAIEGAD4On+N4aXlhgAAAABJRU5ErkJggg==)
+      background-position: 0px center
+
     .ace_gutter-cell.comment-line
       background-position: 0px center
       background-image: url(data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABAAAAAPCAYAAADtc08vAAAAGXRFWHRTb2Z0d2FyZQBBZG9iZSBJbWFnZVJlYWR5ccllPAAAAIJJREFUeNpiTF9y4j0DA4MAA5mAiRLNIMACY8yMsWAkRSPQ5Q1Aqp6JgUIwagAVDGAERsd/LOKGwGi9AJRLALL78aUVRhwp0RGIHUDxTNAFaIljP1TjBSA2gAofAOJAoIs+4E2JaACmeQFQYyK5gdhISDM2F3yA4kKg5gXExAJAgAEACuQiMh7vH10AAAAASUVORK5CYII=)
diff --git a/app/styles/play/level/tome/spell_debug.sass b/app/styles/play/level/tome/spell_debug.sass
index d0f97a28f..e02326b55 100644
--- a/app/styles/play/level/tome/spell_debug.sass
+++ b/app/styles/play/level/tome/spell_debug.sass
@@ -3,6 +3,7 @@
 .spell-debug-view
   position: absolute
   z-index: 9001
+  min-width: 250px
   max-width: 400px
   padding: 10px
   background: transparent url(/images/level/popover_background.png)
diff --git a/app/styles/play/spectate.sass b/app/styles/play/spectate.sass
new file mode 100644
index 000000000..9de885caa
--- /dev/null
+++ b/app/styles/play/spectate.sass
@@ -0,0 +1,152 @@
+@import "app/styles/bootstrap/mixins"
+@import "app/styles/mixins"
+
+#spectate-level-view
+  margin: 0 auto
+  @include user-select(none)
+
+  .level-content
+    position: relative
+
+  #canvas-wrapper
+    width: 55%
+    position: relative
+
+  canvas#surface
+    background-color: #ddd
+    width: 100%
+    display: block
+    z-index: 1
+
+
+  //max-width: 1680px   // guideline, but for now let's let it stretch out
+  min-width: 1024px
+  position: relative
+
+  #code-area
+    @include box-sizing(border-box)
+    padding: 10px 1%
+    width: 45%
+    background: transparent url(/images/level/wood_texture.png)
+    background-size: 100% 100%
+    position: absolute
+    right: 0
+    top: 0px
+    bottom: 0
+
+  #pointer
+    position: absolute
+    left: 0
+    top: 0
+    height: 100px
+    opacity: 0.0
+    pointer-events: none
+    z-index: 10
+
+  // Level Docs
+  .ui-effects-transfer
+    border: 2px dotted gray
+
+  .modal
+    img
+      float: right
+
+    img.diagram
+      float: none
+
+  #multiplayer-join-link
+    font-size: 12px
+
+  #level-done-button
+    position: absolute
+    right: 46%
+    top: 43px
+    @include box-shadow(4px 4px 15px black)
+
+  // Custom Buttons
+  .btn.banner
+    @include banner-button(#FFF, #333)
+    @include box-shadow(2px 2px 2px rgba(0, 0, 0, 0.5))
+    border: 1px solid black
+    text-shadow: none
+
+    $buttonConfig: 'primary' #6CA8EA, 'info' #71AACC, 'success' #90B236, 'warning' #CD6800, 'danger' #B43C20, 'inverse' #3A537F
+    @each $tuple in $buttonConfig
+      &.btn-#{nth($tuple, 1)}
+        @include banner-button(nth($tuple, 2), #FFF)
+
+  .footer .footer-link-text a
+    @include opacity(0.75)
+    @include transition(opacity .10s linear)
+
+    &:hover, &:active
+      @include opacity(1)
+
+  $GI: 0.5  // gradient intensity; can tweak this 0-1
+
+  .gradient
+    position: absolute
+    z-index: 10
+
+  #code-area-gradient
+    top: 0px
+    width: 3px
+    background: linear-gradient(to right, rgba(0,0,0,0) 0%,rgba(0,0,0,$GI) 100%)
+    left: -3px
+    bottom: 0
+
+  #hud-top-gradient
+    top: -32px
+    background: linear-gradient(to bottom, rgba(0,0,0,0) 0%,rgba(0,0,0,0.8*$GI) 100%)
+    left: 0
+    right: 0
+    bottom: 0
+    height: 3px
+
+  #canvas-left-gradient
+    left: 0px
+    width: 5px
+    background: linear-gradient(to left, rgba(0,0,0,0) 0%,rgba(0,0,0,0.8*$GI) 100%)
+    bottom: -30px
+    top: 0
+
+  #canvas-top-gradient
+    top: 0
+    height: 5px
+    left: 0
+    right: 0
+    background: linear-gradient(to top, rgba(0,0,0,0) 0%,rgba(0,0,0,0.8*$GI) 100%)
+
+  #hud-left-gradient
+    background: linear-gradient(to right, rgba(0,0,0,$GI) 0%,rgba(0,0,0,0) 100%)
+    left: 0
+    top: 0
+    height: 100%
+    width: 2%
+
+  #hud-right-gradient
+    background: linear-gradient(to right, rgba(0,0,0,0) 0%,rgba(0,0,0,$GI) 100%)
+    right: 0
+    position: absolute
+    top: 0
+    height: 100%
+    width: 2%
+
+  .footer
+    @media screen and (min-aspect-ratio: 17/10)
+      display: none
+
+    &:not(:hover)
+      @include opacity(0.6)
+
+    .hour-of-code-explanation
+      margin-top: 5px
+      color: white
+      font-size: 12px
+
+      &:not(:hover)
+        @include opacity(0.75)
+
+      a
+        color: white
+        text-decoration: underline
diff --git a/app/templates/account/settings.jade b/app/templates/account/settings.jade
index bae178865..91b533b1b 100644
--- a/app/templates/account/settings.jade
+++ b/app/templates/account/settings.jade
@@ -8,7 +8,7 @@ block content
     p(data-i18n="account_settings.not_logged_in") Log in or create an account to change your settings.
 
   else
-    button.btn#save-button.disabled.secret(data-i18n="account_settings.saveBackups") Changes Save Automatically
+    button.btn#save-button.disabled.secret(data-i18n="account_settings.autosave") Changes Save Automatically
   
     ul.nav.nav-pills#settings-tabs
       li
@@ -34,7 +34,7 @@ block content
               input#email.form-control(name="email", type="text", value="#{me.get('email')}")
             if !isProduction
               .form-group.checkbox
-                label(for="email", data-i18n="forms.admin") Admin
+                label(for="email", data-i18n="account_settings.admin") Admin
                 input#admin(name="admin", type="checkbox", checked=me.get('permissions').indexOf('admin')>-1))
               
   
diff --git a/app/templates/contribute/ambassador.jade b/app/templates/contribute/ambassador.jade
index ef17d2735..dc1048ac6 100644
--- a/app/templates/contribute/ambassador.jade
+++ b/app/templates/contribute/ambassador.jade
@@ -31,7 +31,7 @@ block content
   
       h4(data-i18n="contribute.how_to_join") How to Join
       p
-        a(title='Contact', tabindex=-1, data-toggle="coco-modal", data-target="modal/contact", data-i18n="contact_us_url")
+        a(title='Contact', tabindex=-1, data-toggle="coco-modal", data-target="modal/contact", data-i18n="contribute.contact_us_url")
           | Contact us
         span , 
         span(data-i18n="contribute.ambassador_join_desc")
diff --git a/app/templates/contribute/counselor.jade b/app/templates/contribute/counselor.jade
index 821a86694..36a79d8cc 100644
--- a/app/templates/contribute/counselor.jade
+++ b/app/templates/contribute/counselor.jade
@@ -38,7 +38,7 @@ block content
   
       h4(data-i18n="contribute.how_to_join") How to Join 
       p 
-        a(title='Contact', tabindex=-1, data-toggle="coco-modal", data-target="modal/contact", data-i18n="contact_us_url")
+        a(title='Contact', tabindex=-1, data-toggle="coco-modal", data-target="modal/contact", data-i18n="contribute.contact_us_url")
           | Contact us
         span , 
         span(data-i18n="contribute.counselor_join_desc")
@@ -46,4 +46,4 @@ block content
           | be interested in doing. We'll put you in our contact list and be in touch
           | when we could use advice (not too often).
 
-    div.clearfix
\ No newline at end of file
+    div.clearfix
diff --git a/app/templates/contribute/diplomat.jade b/app/templates/contribute/diplomat.jade
index 1c7863680..9f75161de 100644
--- a/app/templates/contribute/diplomat.jade
+++ b/app/templates/contribute/diplomat.jade
@@ -73,7 +73,7 @@ block content
           li German - Dirk, faabsen, HiroP0, Anon
           li Thai - Kamolchanok Jittrepit
           li Vietnamese - An Nguyen Hoang Thien
-          li Dutch - Glen De Cauwsemaecker
+          li Dutch - Glen De Cauwsemaecker, Guido Zuidhof, Ruben Vereecken
           li Greek - Stergios
           li Latin American Spanish - Jesús Ruppel, Matthew Burt, Mariano Luzza
           li Spain Spanish - Matthew Burt, DanielRodriguezRivero, Anon
@@ -86,7 +86,7 @@ block content
           li Slovak - Anon
           li Persian - Reza Habibi (Rehb)
           li Czech - vanous
-          li Russian - fess89, ser-storchak
+          li Russian - fess89, ser-storchak, Mr A
           li Ukrainian - fess89
           li Italian - flauta
           li Norwegian - bardeh
diff --git a/app/templates/contribute/scribe.jade b/app/templates/contribute/scribe.jade
index 9bd404ad2..eafab49b6 100644
--- a/app/templates/contribute/scribe.jade
+++ b/app/templates/contribute/scribe.jade
@@ -16,7 +16,7 @@ block content
         span  
         span(data-i18n="classes.scribe_title_description") (Article Editor)
       p
-        span(data-i18n="account_settings.scribe_introduction_pref")
+        span(data-i18n="contribute.scribe_introduction_pref")
           | CodeCombat isn't just going to be a bunch of levels.
           | It will also include a resource for knowledge, a wiki of programming concepts that levels can hook into.
           | That way rather than each Artisan having to describe in detail what a comparison operator is, they
@@ -24,7 +24,7 @@ block content
           | Something along the lines of what the 
         a(href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Guide", data-i18n="contribute.scribe_introduction_url_mozilla")
           | Mozilla Developer Network 
-        span(data-i18n="account_settings.scribe_introduction_suf")  
+        span(data-i18n="contribute.scribe_introduction_suf")  
           | has built. If your idea of fun is articulating the concepts of programming in Markdown form,
           | then this class might be for you.
   
@@ -77,4 +77,4 @@ block content
           li mattinsler
           
 
-    div.clearfix
\ No newline at end of file
+    div.clearfix
diff --git a/app/templates/editor/article/edit.jade b/app/templates/editor/article/edit.jade
index a729bf67a..3bd861bd9 100644
--- a/app/templates/editor/article/edit.jade
+++ b/app/templates/editor/article/edit.jade
@@ -6,13 +6,13 @@ block content
       li
         a(href="/editor", data-i18n="editor.main_title") CodeCombat Editors
       li
-        a(href="/editor/thang", data-i18n="editor.article_title") Article Editor
+        a(href="/editor/article", data-i18n="editor.article_title") Article Editor
       li.active
         | #{article.attributes.name}
 
-  button(data-toggle="coco-modal", data-target="modal/revert", data-i18n="revert.revert").btn.btn-primary#revert-button Revert
-  button(data-i18n="article.edit_btn_preview").btn.btn-primary#preview-button Preview
-  button(data-toggle="coco-modal", data-target="modal/save_version", data-i18n="common.save").btn.btn-primary#save-button Save
+  button(data-toggle="coco-modal", data-target="modal/revert", data-i18n="editor.revert", disabled=authorized === true ? undefined : "true").btn.btn-primary#revert-button Revert
+  button(data-i18n="article.edit_btn_preview", disabled=authorized === true ? undefined : "true").btn.btn-primary#preview-button Preview
+  button(data-toggle="coco-modal", data-target="modal/save_version", data-i18n="common.save", disabled=authorized === true ? undefined : "true").btn.btn-primary#save-button Save
 
   h3(data-i18n="article.edit_article_title") Edit Article
     span
diff --git a/app/templates/editor/level/edit.jade b/app/templates/editor/level/edit.jade
index cdc97cd2a..4166c81a1 100644
--- a/app/templates/editor/level/edit.jade
+++ b/app/templates/editor/level/edit.jade
@@ -29,10 +29,9 @@ block outer_content
             
             
           ul.nav.navbar-nav.navbar-right
-            li(data-toggle="coco-modal", data-target="modal/revert", data-i18n="revert.revert").btn.btn-primary.navbar-btn#revert-button Revert
-
-            li(data-i18n="common.save").btn.btn-primary.navbar-btn#commit-level-start-button Save
-            li(data-i18n="common.fork").btn.btn-primary.navbar-btn#fork-level-start-button Fork
+            li(data-toggle="coco-modal", data-target="modal/revert", data-i18n="editor.revert", disabled=authorized === true ? undefined : "true").btn.btn-primary.navbar-btn#revert-button Revert
+            li(data-i18n="common.save", disabled=authorized === true ? undefined : "true").btn.btn-primary.navbar-btn#commit-level-start-button Save
+            li(data-i18n="common.fork", disabled=anonymous ? "true": undefined).btn.btn-primary.navbar-btn#fork-level-start-button Fork
             li(title="⌃↩ or ⌘↩: Play preview of current level", data-i18n="common.play")#play-button.btn.btn-inverse.banner.navbar-btn Play!
 
             li.divider
diff --git a/app/templates/editor/thang/edit.jade b/app/templates/editor/thang/edit.jade
index c7b80fea0..52422fe9a 100644
--- a/app/templates/editor/thang/edit.jade
+++ b/app/templates/editor/thang/edit.jade
@@ -12,9 +12,8 @@ block content
 
   img#portrait.img-thumbnail
 
-  button.btn.btn-primary#save-button(data-toggle="coco-modal", data-target="modal/save_version")
-    | Save
-  button.btn.btn-primary#revert-button(data-toggle="coco-modal", data-target="modal/revert", data-i18n="revert.revert") Revert
+  button.btn.btn-primary#save-button(data-toggle="coco-modal", data-target="modal/save_version", disabled=authorized === true ? undefined : "true") Save
+  button.btn.btn-primary#revert-button(data-toggle="coco-modal", data-target="modal/revert", data-i18n="editor.revert", disabled=authorized === true ? undefined : "true") Revert
   
   h3 Edit Thang Type: "#{thangType.attributes.name}"
 
@@ -38,9 +37,9 @@ block content
           select#animations-select
             for animation in animations
               option #{animation}
-          button.btn.btn-small.btn-primary#upload-button
+          button(disabled=authorized === true ? undefined : "true").btn.btn-small.btn-primary#upload-button
             i.icon-upload
-          button.btn.btn-small.btn-primary#clear-button
+          button(disabled=authorized === true ? undefined : "true").btn.btn-small.btn-primary#clear-button
             i.icon-remove
           input#real-upload-button(type="file")
 
diff --git a/app/templates/kinds/search.jade b/app/templates/kinds/search.jade
index 24547e166..296581a47 100644
--- a/app/templates/kinds/search.jade
+++ b/app/templates/kinds/search.jade
@@ -10,8 +10,8 @@ block content
   if me.get('anonymous')
     a.btn.btn-primary.open-modal-button(data-toggle="coco-modal", data-target="modal/signup", role="button") Sign Up to Create a New #{modelLabel}
   else
-    a.btn.btn-primary.open-modal-button(href='#new-model-modal', role="button", data-toggle="modal") Create a New #{modelLabel}
-  input#search(placeholder="Search #{modelLabel}s Here")
+    a.btn.btn-primary.open-modal-button(href='#new-model-modal', role="button", data-toggle="modal" data-i18n="#{currentNew}") Create a New Something
+  input#search(data-i18n="[placeholder]#{currentSearch}")
   hr
   div.results
     table
diff --git a/app/templates/modal/login.jade b/app/templates/modal/login.jade
index ae6b8b236..bd0307824 100644
--- a/app/templates/modal/login.jade
+++ b/app/templates/modal/login.jade
@@ -9,7 +9,7 @@ block modal-body-content
       label.control-label(for="login-email", data-i18n="general.email") Email      
       input#login-email.input-large.form-control(name="email", type="email")
     .form-group
-      label.control-label(for="login-password", data-i18n="forms.password") Password      
+      label.control-label(for="login-password", data-i18n="general.password") Password      
       input#login-password.input-large.form-control(name="password", type="password")
 
 block modal-body-wait-content
diff --git a/app/templates/modal/revert.jade b/app/templates/modal/revert.jade
index adfd7688a..f20edd7d2 100644
--- a/app/templates/modal/revert.jade
+++ b/app/templates/modal/revert.jade
@@ -1,7 +1,7 @@
 extends /templates/modal/modal_base
 
 block modal-header-content
-  h3(data-i18n="revert.revert_models") Revert Models
+  h3(data-i18n="editor.revert_models") Revert Models
 
 block modal-body-content
   table.table.table-striped#changed-models
diff --git a/app/templates/modal/save_version.jade b/app/templates/modal/save_version.jade
index 3c6a35f48..d1f8fc219 100644
--- a/app/templates/modal/save_version.jade
+++ b/app/templates/modal/save_version.jade
@@ -17,12 +17,14 @@ block modal-body-wait-content
   h3(data-i18n="common.saving") Saving...
 
 block modal-footer-content
-  #accept-cla-wrapper.alert.alert-info
-    span(data-i18n="versions.cla_prefix") To save changes, first you must agree to our
-    |  
-    strong#cla-link(data-i18n="versions.cla_url") CLA
-    span(data-i18n="versions.cla_suffix") .
-    button.btn#agreement-button(data-i18n="versions.cla_agree") I AGREE
+  if !noSaveButton
+    #accept-cla-wrapper.alert.alert-info
+      span(data-i18n="versions.cla_prefix") To save changes, first you must agree to our
+      |  
+      strong#cla-link(data-i18n="versions.cla_url") CLA
+      span(data-i18n="versions.cla_suffix") .
+      button.btn#agreement-button(data-i18n="versions.cla_agree") I AGREE
     
   button.btn(data-dismiss="modal", data-i18n="common.cancel") Cancel
-  button.btn.btn-primary#save-version-button(data-i18n="common.save") Save
+  if !noSaveButton
+    button.btn.btn-primary#save-version-button(data-i18n="common.save") Save
diff --git a/app/templates/modal/signup.jade b/app/templates/modal/signup.jade
index d99fed9d6..2b27577d2 100644
--- a/app/templates/modal/signup.jade
+++ b/app/templates/modal/signup.jade
@@ -12,7 +12,7 @@ block modal-body-content
           label.control-label(for="signup-email", data-i18n="general.email") Email              
           input#signup-email.form-control.input-large(name="email", type="email")
         .form-group
-          label.control-label(for="signup-password", data-i18n="forms.password") Password              
+          label.control-label(for="signup-password", data-i18n="general.password") Password              
           input#signup-password.input-large.form-control(name="password", type="password")
         hr
         .form-group.checkbox
diff --git a/app/templates/not_found.jade b/app/templates/not_found.jade
index ab9d5809e..bc2d32d13 100644
--- a/app/templates/not_found.jade
+++ b/app/templates/not_found.jade
@@ -3,3 +3,8 @@ extends /templates/base
 block content
 
   h1.text-center(data-i18n="not_found.page_not_found") Page Not Found
+
+  num = Math.floor(Math.random() * 3) + 1
+
+  img(src="/images/pages/not_found/404_#{num}.png" class="not-found-image")
+
diff --git a/app/templates/play/ladder.jade b/app/templates/play/ladder.jade
index 1eb85a6f0..b7de9c539 100644
--- a/app/templates/play/ladder.jade
+++ b/app/templates/play/ladder.jade
@@ -2,17 +2,11 @@ extends /templates/base
 block content
 
   div#level-column
-    h3= level.get('name')
-    div#level-description
-      !{description}
-  
-    if !me.get('anonymous')
-      //a(href="http://www.youtube.com/watch?v=IFvfZiJGDsw&list=HL1392928835&feature=mh_lolz").intro-button.btn.btn-primary.btn-lg Watch the Video
-      
-      a(href="/play/level/brawlwood-tutorial").intro-button.btn.btn-primary.btn-lg Play the Tutorial
+    if levelDescription
+      div!= levelDescription
+    else
+      h1= level.get('name')
 
-  hr
-  
   if me.get('anonymous')
     div#must-log-in
       p
@@ -23,41 +17,37 @@ block content
 
   else
     div#columns.row
+      div.column.col-md-2
       for team in teams
-        div.column.col-md-6
-          a(href="/play/ladder/#{levelID}/team/#{team.id}", style="background-color: #{team.primaryColor}").play-button.btn.btn-danger.btn-block.btn-lg
+        div.column.col-md-4
+          a(style="background-color: #{team.primaryColor}", data-team=team.id).play-button.btn.btn-danger.btn-block.btn-lg
             span Play As 
             span= team.name
-  
-          table.table.table-bordered.table-condensed.table-hover
-            //(style="background-color: #{team.bgColor}")
-            tr
-              th(colspan=3, style="color: #{team.primaryColor}")
-                span= team.name
-                span  Leaderboard
-            tr
-              th Score
-              th.name-col-cell Name
-              th
-  
-            for session in team.leaderboard.topPlayers.models
-              - var myRow = session.get('creator') == me.id
-              tr(class=myRow ? "success" : "")
-                td.score-cell= session.get('totalScore').toFixed(2)
-                td.name-col-cell= session.get('creatorName') || "Anonymous"
-                td
-                  if(!myRow)
-                    a(href="/play/level/#{level.get('slug') || level.id}/?team=#{team.otherTeam}&opponent=#{session.id}") Battle as #{team.otherTeam}!
-                  else
-                    a(href="/play/ladder/#{levelID}/team/#{team.id}") View your #{team.id} matches.
-  
-    unless me.attributes.anonymous
-      hr
-      button.btn.btn-warning.btn-lg.highlight#simulate-button(style="margin-bottom:10px;") Simulate Games!
-      p(id="simulation-status-text", style="display:inline; margin-left:10px;")
-        if simulationStatus
-          | #{simulationStatus}
-        else
-          | By simulating games you can get your game ranked faster!
-    if me.isAdmin()
-      button.btn.btn-danger.btn-lg.highlight#simulate-all-button(style="margin-bottom:10px; float: right;") RESET AND SIMULATE GAMES
\ No newline at end of file
+      div.column.col-md-2
+    
+    hr
+      
+    ul.nav.nav-pills
+      li.active
+        a(href="#ladder", data-toggle="tab") Ladder
+      li
+        a(href="#my-matches", data-toggle="tab") My Matches
+      li
+        a(href="#simulate", data-toggle="tab") Simulate
+
+    div.tab-content
+      .tab-pane.active.well#ladder
+        #ladder-tab-view
+      .tab-pane.well#my-matches
+        #my-matches-tab-view
+      .tab-pane.well#simulate
+        p(id="simulation-status-text")
+          if simulationStatus
+            | #{simulationStatus}
+          else
+            | By simulating games you can get your game ranked faster!
+        p
+          button.btn.btn-warning.btn-lg.highlight#simulate-button() Simulate Games!
+        if me.isAdmin()
+          p
+            button.btn.btn-danger.btn-lg.highlight#simulate-all-button() RESET AND SIMULATE GAMES
\ No newline at end of file
diff --git a/app/templates/play/ladder/ladder_tab.jade b/app/templates/play/ladder/ladder_tab.jade
new file mode 100644
index 000000000..9fc48c340
--- /dev/null
+++ b/app/templates/play/ladder/ladder_tab.jade
@@ -0,0 +1,23 @@
+div#columns.row
+  for team in teams
+    div.column.col-md-6
+      table.table.table-bordered.table-condensed.table-hover
+        tr
+          th(colspan=4, style="color: #{team.primaryColor}")
+            span= team.name
+            span  Leaderboard
+        tr
+          th Rank
+          th Score
+          th.name-col-cell Name
+          th
+
+        for session, rank in team.leaderboard.topPlayers.models
+          - var myRow = session.get('creator') == me.id
+          tr(class=myRow ? "success" : "")
+            td.rank-cell= rank + 1
+            td.score-cell= Math.round(session.get('totalScore') * 100)
+            td.name-col-cell= session.get('creatorName') || "Anonymous"
+            td
+              a(href="/play/level/#{level.get('slug') || level.id}/?team=#{team.otherTeam}&opponent=#{session.id}")
+                span Battle as #{team.otherTeam}!
\ No newline at end of file
diff --git a/app/templates/play/ladder/my_matches_tab.jade b/app/templates/play/ladder/my_matches_tab.jade
new file mode 100644
index 000000000..8cacdb49f
--- /dev/null
+++ b/app/templates/play/ladder/my_matches_tab.jade
@@ -0,0 +1,59 @@
+//if matches.length
+//  p#your-score
+//    span Your Current Score:
+//    span  
+//    strong= score
+
+div#columns.row
+  for team in teams
+    div.matches-column.col-md-6
+      table.table.table-bordered.table-condensed
+
+        tr
+          th(colspan=4, style="color: #{team.primaryColor}")
+            span Your #{team.name} Matches - #{team.wins} Wins, #{team.losses} Losses
+
+            if team.session
+              button.btn.btn-sm.btn-warning.pull-right.rank-button(data-session-id=team.session.id)
+                span.unavailable.hidden No New Code to Rank
+                span.rank.hidden Rank My Game!
+                span.submitting.hidden Submitting...
+                span.submitted.hidden Submitted for Ranking
+                span.failed.hidden Failed to Rank
+                span.ranking.hidden Game Being Ranked
+
+        if team.chartData
+          tr
+            th(colspan=4, style="color: #{team.primaryColor}")
+              img(src="https://chart.googleapis.com/chart?chs=450x125&cht=lxy&chco=#{team.chartColor}&chtt=Score%3A+#{team.currentScore}&chts=#{team.chartColor},16,r&chf=a,s,000000FF&chls=2&chm=o,#{team.chartColor},0,4&chd=t:#{team.chartData}")
+
+        tr
+          th Result
+          th Opponent
+          th When
+          th
+        for match in team.matches
+          tr(class=(match.stale ? "stale " : "") + match.state)
+            td.state-cell
+              if match.state === 'win'
+                span.win Win
+              if match.state === 'loss'
+                span.loss Loss
+              if match.state === 'tie'
+                span.tie Tie
+            td.name-cell= match.opponentName || "Anonymous"
+            td.time-cell= match.when
+            td.battle-cell
+              - var text = match.state === 'win' ? 'Watch your victory' : 'Defeat the ' + team.otherTeam
+              a(href="/play/level/#{levelID}?team=#{team.id}&opponent=#{match.sessionID}")= text
+
+        if !team.matches.length
+          tr
+            if team.isRanking
+              td(colspan=4).alert.alert-info
+                | Your new code is being simulated by other players for ranking.
+            else
+              td(colspan=4).alert.alert-warning
+                | No ranked matches for this team!
+                | Play against some competitors and then come back here to get your game ranked.
+      
diff --git a/app/templates/play/ladder/play_modal.jade b/app/templates/play/ladder/play_modal.jade
new file mode 100644
index 000000000..25d492b6f
--- /dev/null
+++ b/app/templates/play/ladder/play_modal.jade
@@ -0,0 +1,81 @@
+extends /templates/modal/modal_base
+
+block modal-header-content
+  h3 Choose an Opponent
+
+block modal-body-content
+  
+  div#noob-view.secret
+    a(href="/play/level/#{levelID}-tutorial").btn.btn-success.btn-block.btn-lg
+      p
+        strong Play Tutorial
+      span Recommended if you've never played before
+    span.btn.btn-primary.btn-block.btn-lg#skip-tutorial-button Skip Tutorial
+
+  div#normal-view
+  
+    p.tutorial-suggestion
+      strong Not sure what's going on?
+      |  
+      a(href="/play/level/#{levelID}-tutorial") Play the tutorial first.
+  
+    a(href="/play/level/#{levelID}?team=#{teamID}")
+      div.play-option
+        img(src=myPortrait).my-icon.only-one
+        img(src="/images/pages/play/ladder/"+teamID+"_ladder_tutorial.png", style="border: 1px solid #{teamColor}; background: #{teamBackgroundColor}").my-team-icon.img-circle.only-one
+        img(src=genericPortrait).opponent-icon
+        img(src="/images/pages/play/ladder/"+otherTeamID+"_ladder_tutorial.png", style="border: 1px solid #{opponentTeamColor}; background: #{opponentTeamBackgroundColor}").opponent-team-icon.img-circle
+        div.my-name.name-label.only-one
+          span= myName
+        div.opponent-name.name-label
+          span Simple AI
+        div.difficulty
+          span Warmup
+        div.vs VS
+    
+    if challengers.easy
+      a(href="/play/level/#{levelID}?team=#{teamID}&opponent=#{challengers.easy.sessionID}")
+        div.play-option.easy-option
+          img(src=myPortrait).my-icon.only-one
+          img(src="/images/pages/play/ladder/"+teamID+"_ladder_easy.png", style="border: 1px solid #{teamColor}; background: #{teamBackgroundColor}").my-team-icon.img-circle.only-one
+          img(src=challengers.easy.opponentImageSource||genericPortrait).opponent-icon
+          img(src="/images/pages/play/ladder/"+otherTeamID+"_ladder_easy.png", style="border: 1px solid #{opponentTeamColor}; background: #{opponentTeamBackgroundColor}").opponent-team-icon.img-circle
+          div.my-name.name-label.only-one
+            span= myName
+          div.opponent-name.name-label
+            span= challengers.easy.opponentName
+          div.difficulty
+            span Easy
+          div.vs VS
+  
+    if challengers.medium
+      a(href="/play/level/#{levelID}?team=#{teamID}&opponent=#{challengers.medium.sessionID}")
+        div.play-option.medium-option
+          img(src=myPortrait).my-icon.only-one
+          img(src="/images/pages/play/ladder/"+teamID+"_ladder_medium.png", style="border: 1px solid #{teamColor}; background: #{teamBackgroundColor}").my-team-icon.img-circle.only-one
+          img(src=challengers.medium.opponentImageSource||genericPortrait).opponent-icon
+          img(src="/images/pages/play/ladder/"+otherTeamID+"_ladder_medium.png", style="border: 1px solid #{opponentTeamColor}; background: #{opponentTeamBackgroundColor}").opponent-team-icon.img-circle
+          div.my-name.name-label.only-one
+            span= myName
+          div.opponent-name.name-label
+            span= challengers.medium.opponentName
+          div.difficulty
+            span Medium
+          div.vs VS
+  
+    if challengers.hard
+      a(href="/play/level/#{levelID}?team=#{teamID}&opponent=#{challengers.hard.sessionID}")
+        div.play-option.hard-option
+          img(src=myPortrait).my-icon.only-one
+          img(src="/images/pages/play/ladder/"+teamID+"_ladder_hard.png", style="border: 1px solid #{teamColor}; background: #{teamBackgroundColor}").my-team-icon.img-circle.only-one
+          img(src=challengers.hard.opponentImageSource||genericPortrait).opponent-icon
+          img(src="/images/pages/play/ladder/"+otherTeamID+"_ladder_hard.png", style="border: 1px solid #{opponentTeamColor}; background: #{opponentTeamBackgroundColor}").opponent-team-icon.img-circle
+          div.my-name.name-label.only-one
+            span= myName
+          div.opponent-name.name-label
+            span= challengers.hard.opponentName
+          div.difficulty
+            span Hard
+          div.vs VS
+
+block modal-footer
\ No newline at end of file
diff --git a/app/templates/play/ladder/team.jade b/app/templates/play/ladder/team.jade
deleted file mode 100644
index 22bfd5404..000000000
--- a/app/templates/play/ladder/team.jade
+++ /dev/null
@@ -1,112 +0,0 @@
-extends /templates/base
-block content
-
-  ol.breadcrumb
-    li
-      a(href="/") Home
-    li
-      a(href="/play/ladder/#{levelID}")= level.get('name')
-    li.active= teamName
-  
-  p
-    | In this level, you play against everyone who has ever written strategies for the opposing forces.
-    | Choose from the suggested players on the right, playing as many and as long as you like,
-    | and when you are ready to test your grand strategy against the whole ladder, return and click the rank button.
-    
-  p
-    | After your first submission, your code will also continuously run against other players as they rank themselves.
-
-  if matches.length
-    p#your-score
-      span Your Current Score:
-      span  
-      strong= score
-
-
-  div#columns.row
-    div#matches-column.col-md-6
-      h3.pull-left Ranked Games
-      button.btn.btn-warning.pull-right#rank-button
-        span.unavailable.hidden No New Code to Rank
-        span.rank.hidden Rank My Game!
-        span.ranking.hidden Submitting...
-        span.ranked.hidden Submitted for Ranking
-        span.failed.hidden Failed to Rank
-      
-      hr.clearfix(style="clear: both")
-
-      if matches.length
-        table.table.table-bordered.table-condensed
-          tr
-            th Result
-            th Opponent
-            th When
-          for match in matches
-            tr
-              td.state-cell
-                if match.state === 'win'
-                  span.win Win
-                if match.state === 'loss'
-                  span.loss Loss
-                if match.state === 'tie'
-                  span.tie Tie
-              td.name-cell= match.opponentName || "Anonymous"
-              td.time-cell= match.when
-              td.battle-cell
-                - var text = match.state === 'win' ? 'Watch your victory' : 'Defeat the ' + otherTeamID
-                a(href="/play/level/#{levelID}?team=#{teamID}&opponent=#{match.sessionID}")= text
-      
-      else
-        div.alert.alert-warning
-          | No ranked matches played yet!
-          | Play some competitors on the right and then come back to get your game ranked.
-      
-      // finish this once matches are available
-        
-    div#competitors-column.col-md-6
-      h3 Your Competitors
-
-      .well.text-muted
-        div.row
-          div.col-md-2
-            span.warmup Warmup
-            span : 
-          div.col-md-10
-            a(href="/play/level/#{levelID}?team=#{teamID}")
-              span.warmup Play #{teamID} vs Default #{otherTeamID}
-
-      if challengers.easy
-        .well
-          div.row.text-info.bg-info
-            div.col-md-2
-              span.easy Easy
-              span : 
-            div.col-md-10
-              a(href="/play/level/#{levelID}?team=#{teamID}&opponent=#{challengers.easy.sessionID}")
-                span Play #{teamID} vs 
-                strong= challengers.easy.opponentName
-                span  #{otherTeamID}
-            
-      if challengers.medium
-        .well
-          div.row.text-warning.bg-warning
-            div.col-md-2
-              span.medium Medium
-              span : 
-            div.col-md-10
-              a(href="/play/level/#{levelID}?team=#{teamID}&opponent=#{challengers.medium.sessionID}")
-                span Play #{teamID} vs 
-                strong= challengers.medium.opponentName
-                span  #{otherTeamID}
-
-      if challengers.hard
-        .well
-          div.row.text-danger.bg-danger
-            div.col-md-2
-              span.hard Hard
-              span : 
-            div.col-md-10
-              a(href="/play/level/#{levelID}?team=#{teamID}&opponent=#{challengers.hard.sessionID}")
-                span Play #{teamID} vs 
-                strong= challengers.hard.opponentName
-                span  #{otherTeamID}
diff --git a/app/templates/play/level/hud_prop.jade b/app/templates/play/level/hud_prop.jade
index 017129bb7..705377d92 100644
--- a/app/templates/play/level/hud_prop.jade
+++ b/app/templates/play/level/hud_prop.jade
@@ -1,11 +1,12 @@
 .prop(name="#{prop}")
   if hasIcon
-    img.prop-label(src="/images/level/prop_#{prop}.png", alt="#{prop}")
+    span(class="prop-label prop-label-icon prop-label-icon-#{prop}")
   else
     span.prop-label #{prop}: 
     
   if hasBar
     span.prop-value.bar-prop
       .bar
+    span.prop-value.bar-prop-value
   else
     span.prop-value
diff --git a/app/templates/play/level/modal/multiplayer.jade b/app/templates/play/level/modal/multiplayer.jade
index bc8cc39b5..2135e1977 100644
--- a/app/templates/play/level/modal/multiplayer.jade
+++ b/app/templates/play/level/modal/multiplayer.jade
@@ -30,7 +30,7 @@
       if me.get('anonymous')
         p Sign in or create an account and get your solution on the leaderboard!
       else
-        a#go-to-leaderboard-button.btn.btn-primary(href="/play/ladder/#{levelSlug}/team/#{team}") Go to the leaderboard!
+        a#go-to-leaderboard-button.btn.btn-primary(href="/play/ladder/#{levelSlug}#my-matches") Go to the leaderboard!
         p You can submit your game to be ranked from the leaderboard page.
   
   .modal-footer
diff --git a/app/templates/play/level/modal/victory.jade b/app/templates/play/level/modal/victory.jade
index 3509e4fe9..6329f0bbe 100644
--- a/app/templates/play/level/modal/victory.jade
+++ b/app/templates/play/level/modal/victory.jade
@@ -1,5 +1,7 @@
 // TODO: refactor to be like other modals
+
 .modal-dialog
+
   .modal-header
     button(type='button', data-dismiss="modal", aria-hidden="true").close &times;
     h3
@@ -7,15 +9,23 @@
       span= levelName
       span(data-i18n="play_level.victory_title_suffix") Complete
 
+  .modal-body
     img.victory-banner(src="/images/level/victory.png", alt="")
-  
-  .modal-body!= body
+    div!= body
   
   .modal-footer
+    if readyToRank
+      button.btn.btn-success.rank-game-button(data-i18n="play_level.victory_rank_my_game") Rank My Game
+    else if level.get('type') === 'ladder'
+      a.btn.btn-primary(href="/play/ladder/#{level.get('slug')}#my-matches", data-dismiss="modal", data-i18n="play_level.victory_go_ladder") Return to Ladder
+    else if hasNextLevel
+      button.btn.btn-primary.next-level-button(data-dismiss="modal", data-i18n="play_level.victory_play_next_level") Play Next Level
+    else
+      a.btn.btn-primary(href="/", data-dismiss="modal", data-i18n="play_level.victory_go_home") Go Home
     if me.get('anonymous')
       p.sign-up-poke
         button.btn.btn-success.sign-up-button.btn-large(data-toggle="coco-modal", data-target="modal/signup", data-i18n="play_level.victory_sign_up") Sign Up to Save Progress
-        span(data-i18n="play_level.victory_sign_up_poke") Want to save your code? Create a free account!
+          span(data-i18n="play_level.victory_sign_up_poke") Want to save your code? Create a free account!
       p.clearfix
     else
       div.rating.secret
@@ -25,10 +35,6 @@
         i.icon-star-empty
         i.icon-star-empty
         i.icon-star-empty
-    if hasNextLevel
-      button.btn.btn-primary.next-level-button(data-dismiss="modal", data-i18n="play_level.victory_play_next_level") Play Next Level
-    else
-      a.btn.btn-primary(href="/", data-dismiss="modal", data-i18n="play_level.victory_go_home") Go Home
     if !me.get('anonymous')
       div.review.secret
         span(data-i18n="play_level.victory_review") Tell us more!
diff --git a/app/templates/play/spectate.jade b/app/templates/play/spectate.jade
index 9be37b46a..cfaba9234 100644
--- a/app/templates/play/spectate.jade
+++ b/app/templates/play/spectate.jade
@@ -1,16 +1,22 @@
 .level-content
   #control-bar-view
-
   #canvas-wrapper
-    canvas(width=924, height=589)#surface
+    canvas(width=1848, height=1178)#surface
     #canvas-left-gradient.gradient
     #canvas-top-gradient.gradient
-  #goals-view.hide
-  #gold-view.hide.expanded
+  #gold-view.secret.expanded
   #level-chat-view
   #playback-view
   #thang-hud
 .footer
   .content
     p(class='footer-link-text')
-      a(title='Contact', tabindex=-1, data-toggle="coco-modal", data-target="modal/contact", data-i18n="nav.contact") Contact
+      a(title='Send CodeCombat a message', tabindex=-1, data-toggle="coco-modal", data-target="modal/contact", data-i18n="nav.contact") Contact
+    if explainHourOfCode
+      // Does not show up unless lang is en-US.
+      div.hour-of-code-explanation
+        | The 'Hour of Code' is a nationwide initiative by 
+        a(href="http://csedweek.org") Computer Science Education Week
+        | and 
+        a(href="http://code.org") Code.org
+        | to introduce millions of students to one hour of computer science and computer programming.
\ No newline at end of file
diff --git a/app/treema-ext.coffee b/app/treema-ext.coffee
index 9112abaa6..1a8bdbe40 100644
--- a/app/treema-ext.coffee
+++ b/app/treema-ext.coffee
@@ -39,6 +39,7 @@ class LiveEditingMarkup extends TreemaNode.nodeMap.ace
       filename: InkBlob.filename
       mimetype: InkBlob.mimetype
       path: @settings.filePath
+      force: true
 
     @uploadingPath = [@settings.filePath, InkBlob.filename].join('/')
     $.ajax('/file', { type: 'POST', data: body, success: @onFileUploaded })
@@ -147,9 +148,8 @@ class SoundFileTreema extends TreemaNode.nodeMap.string
       filename: InkBlob.filename
       mimetype: InkBlob.mimetype
       path: @settings.filePath
+      force: true
       
-    # Automatically overwrite if the same path was put in here before
-    body.force = true # if InkBlob.filename is @data
     @uploadingPath = [@settings.filePath, InkBlob.filename].join('/')
     $.ajax('/file', { type: 'POST', data: body, success: @onFileUploaded })
 
@@ -185,9 +185,8 @@ class ImageFileTreema extends TreemaNode.nodeMap.string
       filename: InkBlob.filename
       mimetype: InkBlob.mimetype
       path: @settings.filePath
+      force: true
 
-    # Automatically overwrite if the same path was put in here before
-    body.force = true # if InkBlob.filename is @data
     @uploadingPath = [@settings.filePath, InkBlob.filename].join('/')
     $.ajax('/file', { type: 'POST', data: body, success: @onFileUploaded })
 
@@ -280,12 +279,23 @@ class LatestVersionReferenceNode extends TreemaNode
   search: =>
     term = @getValEl().find('input').val()
     return if term is @lastTerm
+    
+    # HACK while search is broken
+    if @collection
+      @lastTerm = term
+      @searchCallback()
+      return
+      
     @getSearchResultsEl().empty() if @lastTerm and not term
     return unless term
     @lastTerm = term
     @getSearchResultsEl().empty().append('Searching')
     @collection = new LatestVersionCollection()
-    @collection.url = "#{@url}?term=#{term}&project=true"
+
+    # HACK while search is broken
+#    @collection.url = "#{@url}?term=#{term}&project=true"
+    @collection.url = "#{@url}?term=#{''}&project=true"
+    
     @collection.fetch()
     @collection.on 'sync', @searchCallback
 
@@ -296,6 +306,10 @@ class LatestVersionReferenceNode extends TreemaNode
       row = $('<div></div>').addClass('treema-search-result-row')
       text = @formatDocument(model)
       continue unless text?
+      
+      # HACK while search is broken
+      continue unless text.toLowerCase().indexOf(@lastTerm.toLowerCase()) >= 0
+      
       row.addClass('treema-search-selected') if first
       first = false
       row.text(text)
diff --git a/app/views/account/settings_view.coffee b/app/views/account/settings_view.coffee
index 2f609eebd..27edf27e1 100644
--- a/app/views/account/settings_view.coffee
+++ b/app/views/account/settings_view.coffee
@@ -66,7 +66,7 @@ module.exports = class SettingsView extends View
     c.photos = me.gravatarPhotoURLs()
     c.chosenPhoto = me.getPhotoURL()
     c.subs = {}
-    c.subs[sub] = 1 for sub in c.me.get('emailSubscriptions') or ['announcement', 'tester', 'level_creator', 'developer']
+    c.subs[sub] = 1 for sub in c.me.get('emailSubscriptions') or ['announcement', 'notification', 'tester', 'level_creator', 'developer']
     c
 
   getSubscriptions: ->
@@ -88,7 +88,7 @@ module.exports = class SettingsView extends View
     if res?
       forms.applyErrorsToForm(@$el, res)
       return
-      
+
     return unless me.hasLocalChanges()
 
     res = me.save()
diff --git a/app/views/editor/article/edit.coffee b/app/views/editor/article/edit.coffee
index 05df5291d..44de44ab2 100644
--- a/app/views/editor/article/edit.coffee
+++ b/app/views/editor/article/edit.coffee
@@ -37,9 +37,9 @@ module.exports = class ArticleEditView extends View
       data: data
       filePath: "db/thang.type/#{@article.get('original')}"
       schema: Article.schema.attributes
+      readOnly: true unless me.isAdmin() or @article.hasWriteAccess(me)
       callbacks:
         change: @pushChangesToPreview
-    options.readOnly = true unless me.isAdmin()
     @treema = @$el.find('#article-treema').treema(options)
 
     @treema.build()
@@ -56,10 +56,11 @@ module.exports = class ArticleEditView extends View
   getRenderData: (context={}) ->
     context = super(context)
     context.article = @article
+    context.authorized = me.isAdmin() or @article.hasWriteAccess(me)
     context
 
   openPreview: =>
-    @preview = window.open('http://localhost:3000/editor/article/x/preview', 'preview', 'height=800,width=600')
+    @preview = window.open('/editor/article/x/preview', 'preview', 'height=800,width=600')
     @preview.focus() if window.focus
     @preview.onload = => @pushChangesToPreview()
     return false
diff --git a/app/views/editor/components/main.coffee b/app/views/editor/components/main.coffee
index 87a4ed3b6..fdcc55a6e 100644
--- a/app/views/editor/components/main.coffee
+++ b/app/views/editor/components/main.coffee
@@ -18,6 +18,7 @@ module.exports = class ThangComponentEditView extends CocoView
     @callback = options.callback
 
   render: =>
+    return if @destroyed
     for model in [Level, LevelComponent]
       (new model()).on 'schema-loaded', @render unless model.schema?.loaded
     if not @componentCollection
@@ -35,6 +36,7 @@ module.exports = class ThangComponentEditView extends CocoView
     @buildAddComponentTreema()
 
   onComponentsSync: =>
+    return if @destroyed
     @supermodel.addCollection @componentCollection
     @render()
 
diff --git a/app/views/editor/level/edit.coffee b/app/views/editor/level/edit.coffee
index bbafd529d..962db3fac 100644
--- a/app/views/editor/level/edit.coffee
+++ b/app/views/editor/level/edit.coffee
@@ -63,6 +63,8 @@ module.exports = class EditorLevelView extends View
   getRenderData: (context={}) ->
     context = super(context)
     context.level = @level
+    context.authorized = me.isAdmin() or @level.hasWriteAccess(me)
+    context.anonymous = me.get('anonymous')
     context
 
   afterRender: ->
diff --git a/app/views/editor/level/save_view.coffee b/app/views/editor/level/save_view.coffee
index a1f0ee01b..e3e5ad25c 100644
--- a/app/views/editor/level/save_view.coffee
+++ b/app/views/editor/level/save_view.coffee
@@ -23,6 +23,7 @@ module.exports = class LevelSaveView extends SaveVersionModal
     context.levelNeedsSave = @level.hasLocalChanges()
     context.modifiedComponents = _.filter @supermodel.getModels(LevelComponent), @shouldSaveEntity
     context.modifiedSystems = _.filter @supermodel.getModels(LevelSystem), @shouldSaveEntity
+    context.noSaveButton = not (context.levelNeedsSave or context.modifiedComponents.length or context.modifiedSystems.length)
     context
 
   shouldSaveEntity: (m) ->
diff --git a/app/views/editor/level/scripts_tab_view.coffee b/app/views/editor/level/scripts_tab_view.coffee
index 45b5c210d..f0088ad21 100644
--- a/app/views/editor/level/scripts_tab_view.coffee
+++ b/app/views/editor/level/scripts_tab_view.coffee
@@ -59,6 +59,7 @@ module.exports = class ScriptsTabView extends View
       thangIDs: thangIDs
       dimensions: @dimensions
       supermodel: @supermodel
+      readOnly: true unless me.isAdmin() or @level.hasWriteAccess(me)
       callbacks:
         change: @onScriptChanged
       nodeClasses:
diff --git a/app/views/editor/level/settings_tab_view.coffee b/app/views/editor/level/settings_tab_view.coffee
index 2dbfcf165..7a1290db1 100644
--- a/app/views/editor/level/settings_tab_view.coffee
+++ b/app/views/editor/level/settings_tab_view.coffee
@@ -8,7 +8,12 @@ module.exports = class SettingsTabView extends View
   id: 'editor-level-settings-tab-view'
   className: 'tab-pane'
   template: template
-  editableSettings: ['name', 'description', 'documentation', 'nextLevel', 'background', 'victory', 'i18n', 'icon', 'goals']  # not thangs or scripts or the backend stuff
+  
+  # not thangs or scripts or the backend stuff
+  editableSettings: [
+    'name', 'description', 'documentation', 'nextLevel', 'background', 'victory', 'i18n', 'icon', 'goals',
+    'type', 'showsGuide'
+  ]
 
   subscriptions:
     'level-loaded': 'onLevelLoaded'
@@ -29,6 +34,7 @@ module.exports = class SettingsTabView extends View
       supermodel: @supermodel
       schema: schema
       data: data
+      readOnly: true unless me.isAdmin() or @level.hasWriteAccess(me)
       callbacks: {change: @onSettingsChanged}
       thangIDs: thangIDs
       nodeClasses:
diff --git a/app/views/editor/level/systems_tab_view.coffee b/app/views/editor/level/systems_tab_view.coffee
index 23a58617a..a4b481754 100644
--- a/app/views/editor/level/systems_tab_view.coffee
+++ b/app/views/editor/level/systems_tab_view.coffee
@@ -69,6 +69,7 @@ module.exports = class SystemsTabView extends View
       supermodel: @supermodel
       schema: Level.schema.get('properties').systems
       data: systems
+      readOnly: true unless me.isAdmin() or @level.hasWriteAccess(me)
       callbacks:
         change: @onSystemsChanged
         select: @onSystemSelected
diff --git a/app/views/editor/thang/colors_tab_view.coffee b/app/views/editor/thang/colors_tab_view.coffee
index 4f42a15fc..b1ba229dc 100644
--- a/app/views/editor/thang/colors_tab_view.coffee
+++ b/app/views/editor/thang/colors_tab_view.coffee
@@ -115,6 +115,7 @@ module.exports = class ColorsTabView extends CocoView
     treemaOptions =
       data: data
       schema: schema
+      readOnly: true unless me.isAdmin() or @thangType.hasWriteAccess(me)
       callbacks:
         change: @onColorGroupsChanged
         select: @onColorGroupSelected
diff --git a/app/views/editor/thang/edit.coffee b/app/views/editor/thang/edit.coffee
index de0cc062e..5a5d188f2 100644
--- a/app/views/editor/thang/edit.coffee
+++ b/app/views/editor/thang/edit.coffee
@@ -42,6 +42,7 @@ module.exports = class ThangTypeEditView extends View
     @thangType = new ThangType(_id: @thangTypeID)
     @thangType.saveBackups = true
     @thangType.fetch()
+    @thangType.loadSchema()
     @thangType.schema().once 'sync', @onThangTypeSync, @
     @thangType.once 'sync', @onThangTypeSync, @
     @refreshAnimation = _.debounce @refreshAnimation, 500
@@ -57,6 +58,7 @@ module.exports = class ThangTypeEditView extends View
     context = super(context)
     context.thangType = @thangType
     context.animations = @getAnimationNames()
+    context.authorized = me.isAdmin() or @thangType.hasWriteAccess(me)
     context
 
   getAnimationNames: ->
@@ -314,7 +316,7 @@ module.exports = class ThangTypeEditView extends View
     @thangType.set 'actions', undefined
     @clearDisplayObject()
     @treema.set('/', @getThangData())
-    
+
   getThangData: ->
     data = _.cloneDeep(@thangType.attributes)
     data = _.pick data, (value, key) => not (key in ['components'])
@@ -328,6 +330,7 @@ module.exports = class ThangTypeEditView extends View
       schema: schema
       files: @files
       filePath: "db/thang.type/#{@thangType.get('original')}"
+      readOnly: true unless me.isAdmin() or @thangType.hasWriteAccess(me)
       callbacks:
         change: @pushChangesToPreview
         select: @onSelectNode
diff --git a/app/views/home_view.coffee b/app/views/home_view.coffee
index 7289b4ca9..3d9f30db2 100644
--- a/app/views/home_view.coffee
+++ b/app/views/home_view.coffee
@@ -11,6 +11,10 @@ module.exports = class HomeView extends View
   events:
     'mouseover #beginner-campaign': 'onMouseOverButton'
     'mouseout #beginner-campaign': 'onMouseOutButton'
+    
+  constructor: ->
+    super(arguments...)
+    ThangType.loadUniversalWizard()
 
   getRenderData: ->
     c = super()
@@ -28,12 +32,8 @@ module.exports = class HomeView extends View
     @$el.find('.modal').on 'shown.bs.modal', ->
       $('input:visible:first', @).focus()
 
-    wizOriginal = "52a00d55cf1818f2be00000b"
-    url = "/db/thang_type/#{wizOriginal}/version"
-    @wizardType = new ThangType()
-    @wizardType.url = -> url
-    @wizardType.fetch()
-    @wizardType.once 'sync', @initCanvas
+    @wizardType = ThangType.wizardType
+    if @wizardType.loaded then @initCanvas else @wizardType.once 'sync', @initCanvas, @
 
     # Try to find latest level and set "Play" link to go to that level
     if localStorage?
@@ -48,7 +48,7 @@ module.exports = class HomeView extends View
     else
       console.log("TODO: Insert here code to get latest level played from the database. If this can't be found, we just let the user play the first level.")
 
-  initCanvas: =>
+  initCanvas: ->
     @stage = new createjs.Stage($('#beginner-campaign canvas', @$el)[0])
     @createWizard()
 
diff --git a/app/views/kinds/CocoView.coffee b/app/views/kinds/CocoView.coffee
index 2811318c6..b95abd12e 100644
--- a/app/views/kinds/CocoView.coffee
+++ b/app/views/kinds/CocoView.coffee
@@ -10,7 +10,7 @@ makeScopeName = -> "view-scope-#{classCount++}"
 
 module.exports = class CocoView extends Backbone.View
   startsLoading: false
-  cache: true # signals to the router to keep this view around
+  cache: false # signals to the router to keep this view around
   template: -> ''
 
   events:
@@ -37,6 +37,7 @@ module.exports = class CocoView extends Backbone.View
 
   destroy: ->
     @stopListening()
+    @off()
     @stopListeningToShortcuts()
     @undelegateEvents() # removes both events and subs
     view.destroy() for id, view of @subviews
@@ -98,10 +99,11 @@ module.exports = class CocoView extends Backbone.View
     view = application.router.getView(target, '_modal') # could set up a system for loading cached modals, if told to
     @openModalView(view)
 
-  openModalView: (modalView) ->
-    return if @waitingModal # can only have one waiting at once
+  openModalView: (modalView, softly=false) ->
+    return if waitingModal # can only have one waiting at once
     if visibleModal
       waitingModal = modalView
+      return if softly
       return visibleModal.hide() if visibleModal.$el.is(':visible') # close, then this will get called again
       return @modalClosed(visibleModal) # was closed, but modalClosed was not called somehow
     modalView.render()
diff --git a/app/views/kinds/RootView.coffee b/app/views/kinds/RootView.coffee
index 6dbc36be0..b27ebb92f 100644
--- a/app/views/kinds/RootView.coffee
+++ b/app/views/kinds/RootView.coffee
@@ -38,8 +38,15 @@ module.exports = class RootView extends CocoView
     location.hash = ''
     location.hash = hash
     @buildLanguages()
+    
+  afterRender: ->
+    super(arguments...)
+    @chooseTab(location.hash.replace('#','')) if location.hash
 
-    # TODO: automate tabs to put in hashes and navigate to them here
+  chooseTab: (category) ->
+    $("a[href='##{category}']", @$el).tab('show')
+
+  # TODO: automate tabs to put in hashes when they are clicked
 
   buildLanguages: ->
     $select = @$el.find(".language-dropdown").empty()
diff --git a/app/views/kinds/SearchView.coffee b/app/views/kinds/SearchView.coffee
index e89d080e4..1198f74a1 100644
--- a/app/views/kinds/SearchView.coffee
+++ b/app/views/kinds/SearchView.coffee
@@ -28,14 +28,20 @@ module.exports = class ThangTypeHomeView extends View
 
   getRenderData: ->
     context = super()
-    context.modelLabel = @modelLabel
     switch @modelLabel
       when 'Level'
         context.currentEditor = 'editor.level_title'
+        context.currentNew = 'editor.new_level_title'
+        context.currentSearch = 'editor.level_search_title'
       when 'Thang Type'
         context.currentEditor = 'editor.thang_title'
+        context.currentNew = 'editor.new_thang_title'
+        context.currentSearch = 'editor.thang_search_title'
       when 'Article'
         context.currentEditor = 'editor.article_title'
+        context.currentNew = 'editor.new_article_title'
+        context.currentSearch = 'editor.article_search_title'
+    @$el.i18n()
     context
 
   constructor: (options) ->
@@ -77,6 +83,7 @@ module.exports = class ThangTypeHomeView extends View
     documents = @collection.models
     table = $(@tableTemplate(documents:documents))
     @$el.find('table').replaceWith(table)
+    @$el.find('table').i18n()
 
   removeOldSearch: ->
     return unless @collection?
diff --git a/app/views/modal/signup_modal.coffee b/app/views/modal/signup_modal.coffee
index 579a938cb..d1c76e3a1 100644
--- a/app/views/modal/signup_modal.coffee
+++ b/app/views/modal/signup_modal.coffee
@@ -49,8 +49,9 @@ module.exports = class SignupModalView extends View
     userObject.emailSubscriptions ?= []
     if subscribe
       userObject.emailSubscriptions.push 'announcement' unless 'announcement' in userObject.emailSubscriptions
+      userObject.emailSubscriptions.push 'notification' unless 'notification' in userObject.emailSubscriptions
     else
-      userObject.emailSubscriptions = _.without (userObject.emailSubscriptions ? []), 'announcement'
+      userObject.emailSubscriptions = _.without (userObject.emailSubscriptions ? []), 'announcement', 'notification'
     res = tv4.validateMultiple userObject, User.schema.attributes
     return forms.applyErrorsToForm(@$el, res.errors) unless res.valid
     window.tracker?.trackEvent 'Finished Signup'
diff --git a/app/views/play/ladder/ladder_tab.coffee b/app/views/play/ladder/ladder_tab.coffee
new file mode 100644
index 000000000..466b0a402
--- /dev/null
+++ b/app/views/play/ladder/ladder_tab.coffee
@@ -0,0 +1,105 @@
+CocoView = require 'views/kinds/CocoView'
+Level = require 'models/Level'
+LevelSession = require 'models/LevelSession'
+CocoCollection = require 'models/CocoCollection'
+LeaderboardCollection  = require 'collections/LeaderboardCollection'
+{teamDataFromLevel} = require './utils'
+
+HIGHEST_SCORE = 1000000
+
+class LevelSessionsCollection extends CocoCollection
+  url: ''
+  model: LevelSession
+
+  constructor: (levelID) ->
+    super()
+    @url = "/db/level/#{levelID}/all_sessions"
+
+module.exports = class LadderTabView extends CocoView
+  id: 'ladder-tab-view'
+  template: require 'templates/play/ladder/ladder_tab'
+  startsLoading: true
+
+  constructor: (options, @level, @sessions) ->
+    super(options)
+    @teams = teamDataFromLevel @level
+    @leaderboards = {}
+    @refreshLadder()
+
+  refreshLadder: ->
+    for team in @teams
+      @leaderboards[team.id]?.off 'sync'
+#      teamSession = _.find @sessions.models, (session) -> session.get('team') is team.id
+      teamSession = null
+#      console.log "Team session: #{JSON.stringify teamSession}"
+      @leaderboards[team.id] = new LeaderboardData(@level, team.id, teamSession)
+      @leaderboards[team.id].once 'sync', @onLeaderboardLoaded, @
+
+  onLeaderboardLoaded: -> @renderMaybe()
+
+  renderMaybe: ->
+    leaderboardModels = _.values(@leaderboards)
+    return unless _.every leaderboardModels, (loader) -> loader.loaded
+    @startsLoading = false
+    @render()
+
+  getRenderData: ->
+    ctx = super()
+    ctx.level = @level
+    ctx.link = "/play/level/#{@level.get('name')}"
+    ctx.teams = @teams
+    team.leaderboard = @leaderboards[team.id] for team in @teams
+    ctx.levelID = @levelID
+    ctx
+
+class LeaderboardData
+  constructor: (@level, @team, @session) ->
+    _.extend @, Backbone.Events
+    limit = 200 # if @session then 10 else 20  # We need to figure out paging.
+    @topPlayers = new LeaderboardCollection(@level, {order:-1, scoreOffset: HIGHEST_SCORE, team: @team, limit: limit})
+    @topPlayers.fetch()
+    @topPlayers.comparator = (model) ->
+      return -model.get('totalScore')
+    @topPlayers.sort()
+
+    @topPlayers.once 'sync', @leaderboardPartLoaded, @
+
+#    if @session
+#      score = @session.get('totalScore') or 25
+#      @playersAbove = new LeaderboardCollection(@level, {order:1, scoreOffset: score, limit: 4, team: @team})
+#      @playersAbove.fetch()
+#      @playersAbove.once 'sync', @leaderboardPartLoaded, @
+#      @playersBelow = new LeaderboardCollection(@level, {order:-1, scoreOffset: score, limit: 4, team: @team})
+#      @playersBelow.fetch()
+#      @playersBelow.once 'sync', @leaderboardPartLoaded, @
+
+  leaderboardPartLoaded: ->
+    # Forget loading the up-to-date names, that's way too slow for something that refreshes all the time, we learned.
+    @loaded = true
+    @trigger 'sync'
+    return
+    if @session
+      if @topPlayers.loaded # and @playersAbove.loaded and @playersBelow.loaded
+        @loaded = true
+        @fetchNames()
+    else
+      @loaded = true
+      @fetchNames()
+
+  fetchNames: ->
+    sessionCollections = [@topPlayers, @playersAbove, @playersBelow]
+    sessionCollections = (s for s in sessionCollections when s)
+    ids = []
+    for collection in sessionCollections
+      ids.push model.get('creator') for model in collection.models
+
+    success = (nameMap) =>
+      for collection in sessionCollections
+        session.set('creatorName', nameMap[session.get('creator')]) for session in collection.models
+      @trigger 'sync'
+
+    $.ajax('/db/user/-/names', {
+      data: {ids: ids}
+      type: 'POST'
+      success: success
+    })
diff --git a/app/views/play/ladder/my_matches_tab.coffee b/app/views/play/ladder/my_matches_tab.coffee
new file mode 100644
index 000000000..278bcb9b0
--- /dev/null
+++ b/app/views/play/ladder/my_matches_tab.coffee
@@ -0,0 +1,135 @@
+CocoView = require 'views/kinds/CocoView'
+Level = require 'models/Level'
+LevelSession = require 'models/LevelSession'
+LeaderboardCollection  = require 'collections/LeaderboardCollection'
+{teamDataFromLevel} = require './utils'
+
+module.exports = class MyMatchesTabView extends CocoView
+  id: 'my-matches-tab-view'
+  template: require 'templates/play/ladder/my_matches_tab'
+  startsLoading: true
+
+  events:
+    'click .rank-button': 'rankSession'
+
+  constructor: (options, @level, @sessions) ->
+    super(options)
+    @nameMap = {}
+    @refreshMatches()
+
+  refreshMatches: ->
+    @teams = teamDataFromLevel @level
+    @loadNames()
+
+  loadNames: ->
+    # Only fetch the names for the userIDs we don't already have in @nameMap
+    ids = []
+    for session in @sessions.models
+      for match in (session.get('matches') or [])
+        id = match.opponents[0].userID
+        ids.push id unless @nameMap[id]
+
+    return @finishRendering() unless ids.length
+
+    success = (nameMap) =>
+      for session in @sessions.models
+        for match in session.get('matches') or []
+          opponent = match.opponents[0]
+          @nameMap[opponent.userID] ?= nameMap[opponent.userID]
+      @finishRendering()
+
+    $.ajax('/db/user/-/names', {
+      data: {ids: ids}
+      type: 'POST'
+      success: success
+    })
+
+  finishRendering: ->
+    @startsLoading = false
+    @render()
+
+  getRenderData: ->
+    ctx = super()
+    ctx.level = @level
+    ctx.levelID = @level.get('slug') or @level.id
+    ctx.teams = @teams
+
+    convertMatch = (match, submitDate) =>
+      opponent = match.opponents[0]
+      state = 'win'
+      state = 'loss' if match.metrics.rank > opponent.metrics.rank
+      state = 'tie' if match.metrics.rank is opponent.metrics.rank
+      {
+        state: state
+        opponentName: @nameMap[opponent.userID]
+        opponentID: opponent.userID
+        when: moment(match.date).fromNow()
+        sessionID: opponent.sessionID
+        stale: match.date < submitDate
+      }
+
+    for team in @teams
+      team.session = (s for s in @sessions.models when s.get('team') is team.id)[0]
+      team.readyToRank = @readyToRank(team.session)
+      team.isRanking = team.session.get('isRanking')
+      team.matches = (convertMatch(match, team.session.get('submitDate')) for match in team.session?.get('matches') or [])
+      team.matches.reverse()
+      team.score = (team.session?.get('totalScore') or 10).toFixed(2)
+      team.wins = _.filter(team.matches, {state: 'win'}).length
+      team.ties = _.filter(team.matches, {state: 'tie'}).length
+      team.losses = _.filter(team.matches, {state: 'loss'}).length
+      team.scoreHistory = team.session?.get('scoreHistory')
+      if team.scoreHistory?.length > 1
+        team.currentScore = Math.round team.scoreHistory[team.scoreHistory.length - 1][1] * 100
+        team.chartColor = team.primaryColor.replace '#', ''
+        times = (s[0] for s in team.scoreHistory)
+        times = ((100 * (t - times[0]) / (times[times.length - 1] - times[0])).toFixed(1) for t in times)
+        scores = (s[1] for s in team.scoreHistory)
+        lowest = _.min scores
+        highest = _.max scores
+        scores = (Math.round(100 * (s - lowest) / (highest - lowest)) for s in scores)
+        team.chartData = times.join(',') + '|' + scores.join(',')
+
+    ctx
+
+  afterRender: ->
+    super()
+    @$el.find('.rank-button').each (i, el) =>
+      button = $(el)
+      sessionID = button.data('session-id')
+      session = _.find @sessions.models, { id: sessionID }
+      rankingState = 'unavailable'
+      if @readyToRank session
+        rankingState = 'rank'
+      else if session.get 'isRanking'
+        rankingState = 'ranking'
+      @setRankingButtonText button, rankingState
+
+  readyToRank: (session) ->
+    return false unless session?.get('levelID')  # If it hasn't been denormalized, then it's not ready.
+    c1 = session?.get('code')
+    c2 = session?.get('submittedCode')
+    c1 and not _.isEqual(c1, c2)
+
+  rankSession: (e) ->
+    button = $(e.target).closest('.rank-button')
+    sessionID = button.data('session-id')
+    session = _.find @sessions.models, { id: sessionID }
+    return unless @readyToRank(session)
+
+    @setRankingButtonText(button, 'submitting')
+    success = => @setRankingButtonText(button, 'submitted')
+    failure = => @setRankingButtonText(button, 'failed')
+
+    ajaxData = { session: sessionID, levelID: @level.id, originalLevelID: @level.attributes.original, levelMajorVersion: @level.attributes.version.major }
+    $.ajax '/queue/scoring', {
+      type: 'POST'
+      data: ajaxData
+      success: success
+      failure: failure
+    }
+
+  setRankingButtonText: (rankButton, spanClass) ->
+    rankButton.find('span').addClass('hidden')
+    rankButton.find(".#{spanClass}").removeClass('hidden')
+    rankButton.toggleClass 'disabled', spanClass isnt 'rank'
diff --git a/app/views/play/ladder/play_modal.coffee b/app/views/play/ladder/play_modal.coffee
new file mode 100644
index 000000000..ebe51e68d
--- /dev/null
+++ b/app/views/play/ladder/play_modal.coffee
@@ -0,0 +1,179 @@
+View = require 'views/kinds/ModalView'
+template = require 'templates/play/ladder/play_modal'
+ThangType = require 'models/ThangType'
+{me} = require 'lib/auth'
+LeaderboardCollection = require 'collections/LeaderboardCollection'
+{teamDataFromLevel} = require './utils'
+
+module.exports = class LadderPlayModal extends View
+  id: "ladder-play-modal"
+  template: template
+  closeButton: true
+  startsLoading: true
+  @shownTutorialButton: false
+
+  events:
+    'click #skip-tutorial-button': 'hideTutorialButtons'
+
+  constructor: (options, @level, @session, @team) ->
+    super(options)
+    @nameMap = {}
+    @otherTeam = if team is 'ogres' then 'humans' else 'ogres'
+    @startLoadingChallengersMaybe()
+    @wizardType = ThangType.loadUniversalWizard()
+
+  # PART 1: Load challengers from the db unless some are in the matches
+
+  startLoadingChallengersMaybe: ->
+    matches = @session?.get('matches')
+    if matches?.length then @loadNames() else @loadChallengers()
+
+  loadChallengers: ->
+    @challengersCollection = new ChallengersData(@level, @team, @otherTeam, @session)
+    @challengersCollection.on 'sync', @loadNames, @
+
+  # PART 2: Loading the names of the other users
+
+  loadNames: ->
+    @challengers = @getChallengers()
+    ids = (challenger.opponentID for challenger in _.values @challengers)
+
+    success = (@nameMap) =>
+      for challenger in _.values(@challengers)
+        challenger.opponentName = @nameMap[challenger.opponentID]?.name or 'Anoner'
+        challenger.opponentWizard = @nameMap[challenger.opponentID]?.wizard or {}
+      @checkWizardLoaded()
+
+    $.ajax('/db/user/-/names', {
+      data: {ids: ids, wizard: true}
+      type: 'POST'
+      success: success
+    })
+
+  # PART 3: Make sure wizard is loaded
+
+  checkWizardLoaded: ->
+    if @wizardType.loaded then @finishRendering() else @wizardType.once 'sync', @finishRendering, @
+
+  # PART 4: Render
+
+  finishRendering: ->
+    @startsLoading = false
+    @render()
+    @maybeShowTutorialButtons()
+
+  getRenderData: ->
+    ctx = super()
+    ctx.level = @level
+    ctx.levelID = @level.get('slug') or @level.id
+    ctx.teamName = _.string.titleize @team
+    ctx.teamID = @team
+    ctx.otherTeamID = @otherTeam
+
+    teamsList = teamDataFromLevel @level
+    teams = {}
+    teams[team.id] = team for team in teamsList
+    ctx.teamColor = teams[@team].primaryColor
+    ctx.teamBackgroundColor = teams[@team].bgColor
+    ctx.opponentTeamColor = teams[@otherTeam].primaryColor
+    ctx.opponentTeamBackgroundColor = teams[@otherTeam].bgColor
+
+    ctx.challengers = @challengers or {}
+    for challenger in _.values ctx.challengers
+      continue unless challenger and @wizardType.loaded
+      if (not challenger.opponentImageSource) and challenger.opponentWizard?.colorConfig
+        challenger.opponentImageSource = @wizardType.getPortraitSource(
+          {colorConfig: challenger.opponentWizard.colorConfig})
+
+    if @wizardType.loaded
+      ctx.genericPortrait = @wizardType.getPortraitSource()
+      myColorConfig = me.get('wizard')?.colorConfig
+      ctx.myPortrait = if myColorConfig then @wizardType.getPortraitSource({colorConfig: myColorConfig}) else ctx.genericPortrait
+
+    ctx.myName = me.get('name') || 'Newcomer'
+    ctx
+
+  maybeShowTutorialButtons: ->
+    return if @session or LadderPlayModal.shownTutorialButton
+    @$el.find('#normal-view').addClass('secret')
+    @$el.find('.modal-header').addClass('secret')
+    @$el.find('#noob-view').removeClass('secret')
+    LadderPlayModal.shownTutorialButton = true
+
+  hideTutorialButtons: ->
+    @$el.find('#normal-view').removeClass('secret')
+    @$el.find('.modal-header').removeClass('secret')
+    @$el.find('#noob-view').addClass('secret')
+
+  # Choosing challengers
+
+  getChallengers: ->
+    # make an object of challengers to everything needed to link to them
+    challengers = {}
+    if @challengersCollection
+      easyInfo = @challengeInfoFromSession(@challengersCollection.easyPlayer.models[0])
+      mediumInfo = @challengeInfoFromSession(@challengersCollection.mediumPlayer.models[0])
+      hardInfo = @challengeInfoFromSession(@challengersCollection.hardPlayer.models[0])
+    else
+      matches = @session.get('matches')
+      won = (m for m in matches when m.metrics.rank < m.opponents[0].metrics.rank)
+      lost = (m for m in matches when m.metrics.rank > m.opponents[0].metrics.rank)
+      tied = (m for m in matches when m.metrics.rank is m.opponents[0].metrics.rank)
+      easyInfo = @challengeInfoFromMatches(won)
+      mediumInfo = @challengeInfoFromMatches(tied)
+      hardInfo = @challengeInfoFromMatches(lost)
+    @addChallenger easyInfo, challengers, 'easy'
+    @addChallenger mediumInfo, challengers, 'medium'
+    @addChallenger hardInfo, challengers, 'hard'
+    challengers
+
+  addChallenger: (info, challengers, title) ->
+    # check for duplicates first
+    return unless info
+    for key, value of challengers
+      return if value.sessionID is info.sessionID
+    challengers[title] = info
+
+  challengeInfoFromSession: (session) ->
+    # given a model from the db, return info needed for a link to the match
+    return unless session
+    return {
+      sessionID: session.id
+      opponentID: session.get('creator')
+    }
+
+  challengeInfoFromMatches: (matches) ->
+    return unless matches?.length
+    match = _.sample matches
+    opponent = match.opponents[0]
+    return {
+      sessionID: opponent.sessionID
+      opponentID: opponent.userID
+    }
+
+
+class ChallengersData
+  constructor: (@level, @team, @otherTeam, @session) ->
+    _.extend @, Backbone.Events
+    score = @session?.get('totalScore') or 25
+    @easyPlayer = new LeaderboardCollection(@level, {order:1, scoreOffset: score - 5, limit: 1, team: @otherTeam})
+    @easyPlayer.fetch()
+    @easyPlayer.once 'sync', @challengerLoaded, @
+    @mediumPlayer = new LeaderboardCollection(@level, {order:1, scoreOffset: score, limit: 1, team: @otherTeam})
+    @mediumPlayer.fetch()
+    @mediumPlayer.once 'sync', @challengerLoaded, @
+    @hardPlayer = new LeaderboardCollection(@level, {order:-1, scoreOffset: score + 5, limit: 1, team: @otherTeam})
+    @hardPlayer.fetch()
+    @hardPlayer.once 'sync', @challengerLoaded, @
+
+  challengerLoaded: ->
+    if @allLoaded()
+      @loaded = true
+      @trigger 'sync'
+
+  playerIDs: ->
+    collections = [@easyPlayer, @mediumPlayer, @hardPlayer]
+    (c.models[0].get('creator') for c in collections when c?.models[0])
+
+  allLoaded: ->
+    _.all [@easyPlayer.loaded, @mediumPlayer.loaded, @hardPlayer.loaded]
diff --git a/app/views/play/ladder/team_view.coffee b/app/views/play/ladder/team_view.coffee
deleted file mode 100644
index 32adcbc24..000000000
--- a/app/views/play/ladder/team_view.coffee
+++ /dev/null
@@ -1,195 +0,0 @@
-RootView = require 'views/kinds/RootView'
-Level = require 'models/Level'
-LevelSession = require 'models/LevelSession'
-LeaderboardCollection  = require 'collections/LeaderboardCollection'
-
-module.exports = class LadderTeamView extends RootView
-  id: 'ladder-team-view'
-  template: require 'templates/play/ladder/team'
-  startsLoading: true
-
-  events:
-    'click #rank-button': 'rankSession'
-
-  # PART 1: Loading Level/Session
-
-  constructor: (options, @levelID, @team) ->
-    super(options)
-    @otherTeam = if team is 'ogres' then 'humans' else 'ogres'
-    @level = new Level(_id:@levelID)
-    @level.fetch()
-    @level.once 'sync', @onLevelLoaded, @
-
-    url = "/db/level/#{@levelID}/session?team=#{@team}"
-    @session = new LevelSession()
-    @session.url = -> url
-    @session.fetch()
-    @session.once 'sync', @onSessionLoaded, @
-
-  onLevelLoaded: -> @startLoadingChallengersMaybe()
-  onSessionLoaded: -> @startLoadingChallengersMaybe()
-
-  # PART 2: Loading some challengers if we don't have any matches yet
-
-  startLoadingChallengersMaybe: ->
-    return unless @level.loaded and @session.loaded
-    matches = @session.get('matches')
-    if matches?.length then @loadNames() else @loadChallengers()
-
-  loadChallengers: ->
-    @challengers = new ChallengersData(@level, @team, @otherTeam, @session)
-    @challengers.on 'sync', @loadNames, @
-
-  # PART 3: Loading the names of the other users
-
-  loadNames: ->
-    ids = []
-    ids.push match.opponents[0].userID for match in @session.get('matches') or []
-    ids = ids.concat(@challengers.playerIDs()) if @challengers
-
-    success = (@nameMap) =>
-      for match in @session.get('matches') or []
-        opponent = match.opponents[0]
-        opponent.userName = @nameMap[opponent.userID]
-      @finishRendering()
-
-    $.ajax('/db/user/-/names', {
-      data: {ids: ids}
-      type: 'POST'
-      success: success
-    })
-
-  # PART 4: Rendering
-
-  finishRendering: ->
-    @startsLoading = false
-    @render()
-
-  getRenderData: ->
-    ctx = super()
-    ctx.level = @level
-    ctx.levelID = @levelID
-    ctx.teamName = _.string.titleize @team
-    ctx.teamID = @team
-    ctx.otherTeamID = @otherTeam
-    ctx.challengers = if not @startsLoading then @getChallengers() else {}
-    ctx.readyToRank = @readyToRank()
-
-    convertMatch = (match) =>
-      opponent = match.opponents[0]
-      state = 'win'
-      state = 'loss' if match.metrics.rank > opponent.metrics.rank
-      state = 'tie' if match.metrics.rank is opponent.metrics.rank
-      {
-        state: state
-        opponentName: @nameMap[opponent.userID]
-        opponentID: opponent.userID
-        when: moment(match.date).fromNow()
-        sessionID: opponent.sessionID
-      }
-
-    ctx.matches = (convertMatch(match) for match in @session.get('matches') or [])
-    ctx.matches.reverse()
-    ctx.score = (@session.get('totalScore') or 10).toFixed(2)
-    ctx
-
-  afterRender: ->
-    super()
-    @setRankingButtonText(if @readyToRank() then 'rank' else 'unavailable')
-
-  readyToRank: ->
-    c1 = @session.get('code')
-    c2 = @session.get('submittedCode')
-    c1 and not _.isEqual(c1, c2)
-
-  getChallengers: ->
-    # make an object of challengers to everything needed to link to them
-    challengers = {}
-    if @challengers
-      easyInfo = @challengeInfoFromSession(@challengers.easyPlayer.models[0])
-      mediumInfo = @challengeInfoFromSession(@challengers.mediumPlayer.models[0])
-      hardInfo = @challengeInfoFromSession(@challengers.hardPlayer.models[0])
-    else
-      matches = @session.get('matches')
-      won = (m for m in matches when m.metrics.rank < m.opponents[0].metrics.rank)
-      lost = (m for m in matches when m.metrics.rank > m.opponents[0].metrics.rank)
-      tied = (m for m in matches when m.metrics.rank is m.opponents[0].metrics.rank)
-      easyInfo = @challengeInfoFromMatches(won)
-      mediumInfo = @challengeInfoFromMatches(tied)
-      hardInfo = @challengeInfoFromMatches(lost)
-    @addChallenger easyInfo, challengers, 'easy'
-    @addChallenger mediumInfo, challengers, 'medium'
-    @addChallenger hardInfo, challengers, 'hard'
-    challengers
-
-  addChallenger: (info, challengers, title) ->
-    # check for duplicates first
-    return unless info
-    for key, value of challengers
-      return if value.sessionID is info.sessionID
-    challengers[title] = info
-
-  challengeInfoFromSession: (session) ->
-    # given a model from the db, return info needed for a link to the match
-    return unless session
-    return {
-      sessionID: session.id
-      opponentName: @nameMap[session.get('creator')] or 'Anoner'
-      opponentID: session.get('creator')
-    }
-
-  challengeInfoFromMatches: (matches) ->
-    return unless matches?.length
-    match = _.sample matches
-    opponent = match.opponents[0]
-    return {
-      sessionID: opponent.sessionID
-      opponentName: opponent.userName or 'Anoner'
-      opponentID: opponent.userID
-    }
-
-  rankSession: ->
-    return unless @readyToRank()
-    @setRankingButtonText('ranking')
-
-    success = => @setRankingButtonText('ranked')
-    failure = => @setRankingButtonText('failed')
-
-    $.ajax '/queue/scoring', {
-      type: 'POST'
-      data: { session: @session.id }
-      success: success
-      failure: failure
-    }
-
-  setRankingButtonText: (spanClass) ->
-    rankButton = $('#rank-button')
-    rankButton.find('span').addClass('hidden')
-    rankButton.find(".#{spanClass}").removeClass('hidden')
-    rankButton.toggleClass 'disabled', spanClass isnt 'rank'
-
-class ChallengersData
-  constructor: (@level, @team, @otherTeam, @session) ->
-    _.extend @, Backbone.Events
-    score = @session?.get('totalScore') or 25
-    @easyPlayer = new LeaderboardCollection(@level, {order:1, scoreOffset: score - 5, limit: 1, team: @otherTeam})
-    @easyPlayer.fetch()
-    @easyPlayer.once 'sync', @challengerLoaded, @
-    @mediumPlayer = new LeaderboardCollection(@level, {order:1, scoreOffset: score, limit: 1, team: @otherTeam})
-    @mediumPlayer.fetch()
-    @mediumPlayer.once 'sync', @challengerLoaded, @
-    @hardPlayer = new LeaderboardCollection(@level, {order:-1, scoreOffset: score + 5, limit: 1, team: @otherTeam})
-    @hardPlayer.fetch()
-    @hardPlayer.once 'sync', @challengerLoaded, @
-
-  challengerLoaded: ->
-    if @allLoaded()
-      @loaded = true
-      @trigger 'sync'
-
-  playerIDs: ->
-    collections = [@easyPlayer, @mediumPlayer, @hardPlayer]
-    (c.models[0].get('creator') for c in collections when c?.models[0])
-
-  allLoaded: ->
-    _.all [@easyPlayer.loaded, @mediumPlayer.loaded, @hardPlayer.loaded]
diff --git a/app/views/play/ladder/utils.coffee b/app/views/play/ladder/utils.coffee
new file mode 100644
index 000000000..10f088093
--- /dev/null
+++ b/app/views/play/ladder/utils.coffee
@@ -0,0 +1,22 @@
+{hslToHex} = require 'lib/utils'
+
+module.exports.teamDataFromLevel = (level) ->
+  alliedSystem = _.find level.get('systems'), (value) -> value.config?.teams?
+  teamNames = (teamName for teamName, teamConfig of alliedSystem.config.teams when teamConfig.playable)
+  teamConfigs = alliedSystem.config.teams
+
+  teams = []
+  for team in teamNames or []
+    otherTeam = if team is 'ogres' then 'humans' else 'ogres'
+    color = teamConfigs[team].color
+    bgColor = hslToHex([color.hue, color.saturation, color.lightness + (1 - color.lightness) * 0.5])
+    primaryColor = hslToHex([color.hue, 0.5, 0.5])
+    teams.push({
+      id: team
+      name: _.string.titleize(team)
+      otherTeam: otherTeam
+      bgColor: bgColor
+      primaryColor: primaryColor
+    })
+
+  teams
\ No newline at end of file
diff --git a/app/views/play/ladder_view.coffee b/app/views/play/ladder_view.coffee
index 0ff4e6717..e12304f96 100644
--- a/app/views/play/ladder_view.coffee
+++ b/app/views/play/ladder_view.coffee
@@ -3,8 +3,12 @@ Level = require 'models/Level'
 Simulator = require 'lib/simulator/Simulator'
 LevelSession = require 'models/LevelSession'
 CocoCollection = require 'models/CocoCollection'
-LeaderboardCollection  = require 'collections/LeaderboardCollection'
-{hslToHex} = require 'lib/utils'
+{teamDataFromLevel} = require './ladder/utils'
+application = require 'application'
+
+LadderTabView = require './ladder/ladder_tab'
+MyMatchesTabView = require './ladder/my_matches_tab'
+LadderPlayModal = require './ladder/play_modal'
 
 HIGHEST_SCORE = 1000000
 
@@ -14,7 +18,7 @@ class LevelSessionsCollection extends CocoCollection
 
   constructor: (levelID) ->
     super()
-    @url = "/db/level/#{levelID}/all_sessions"
+    @url = "/db/level/#{levelID}/my_sessions"
 
 module.exports = class LadderView extends RootView
   id: 'ladder-view'
@@ -24,9 +28,62 @@ module.exports = class LadderView extends RootView
   events:
     'click #simulate-button': 'onSimulateButtonClick'
     'click #simulate-all-button': 'onSimulateAllButtonClick'
+    'click .play-button': 'onClickPlayButton'
+
+  constructor: (options, @levelID) ->
+    super(options)
+    @level = new Level(_id:@levelID)
+    @level.fetch()
+    @level.once 'sync', @onLevelLoaded, @
+    @sessions = new LevelSessionsCollection(levelID)
+    @sessions.fetch({})
+    @sessions.once 'sync', @onMySessionsLoaded, @
+    @simulator = new Simulator()
+    @simulator.on 'statusUpdate', @updateSimulationStatus, @
+    @teams = []
+
+  onLevelLoaded: -> @renderMaybe()
+  onMySessionsLoaded: -> @renderMaybe()
+
+  renderMaybe: ->
+    return unless @level.loaded and @sessions.loaded
+    @teams = teamDataFromLevel @level
+    @startsLoading = false
+    @render()
+
+  getRenderData: ->
+    ctx = super()
+    ctx.level = @level
+    ctx.link = "/play/level/#{@level.get('name')}"
+    ctx.simulationStatus = @simulationStatus
+    ctx.teams = @teams
+    ctx.levelID = @levelID
+    ctx.levelDescription = marked(@level.get('description')) if @level.get('description')
+    ctx
+
+  afterRender: ->
+    super()
+    return if @startsLoading
+    @insertSubView(@ladderTab = new LadderTabView({}, @level, @sessions))
+    @insertSubView(@myMatchesTab = new MyMatchesTabView({}, @level, @sessions))
+    @refreshInterval = setInterval(@fetchSessionsAndRefreshViews.bind(@), 10 * 1000)
+    hash = document.location.hash[1..] if document.location.hash
+    if hash and not (hash in ['my-matches', 'simulate', 'ladder'])
+      @showPlayModal(hash) if @sessions.loaded
+
+  fetchSessionsAndRefreshViews: ->
+    @sessions.fetch({"success": @refreshViews})
+
+  refreshViews: =>
+    return if @destroyed or application.userIsIdle
+    @ladderTab.refreshLadder()
+    @myMatchesTab.refreshMatches()
+    console.log "refreshed views!"
+
+  # Simulations
 
   onSimulateAllButtonClick: (e) ->
-    submitIDs = _.pluck @leaderboards[@teams[0]].topPlayers.models, "id"
+    submitIDs = _.pluck @leaderboards[@teams[0].id].topPlayers.models, "id"
     for ID in submitIDs
       $.ajax
         url: '/queue/scoring'
@@ -58,140 +115,15 @@ module.exports = class LadderView extends RootView
       console.log "There was a problem with the named simulation status: #{e}"
     $("#simulation-status-text").text @simulationStatus
 
+  onClickPlayButton: (e) ->
+    @showPlayModal($(e.target).closest('.play-button').data('team'))
 
-  constructor: (options, @levelID) ->
-    super(options)
-    @level = new Level(_id:@levelID)
-    @level.fetch()
-    @level.once 'sync', @onLevelLoaded, @
-    @simulator = new Simulator()
-    @simulator.on 'statusUpdate', @updateSimulationStatus, @
+  showPlayModal: (teamID) ->
+    session = (s for s in @sessions.models when s.get('team') is teamID)[0]
+    modal = new LadderPlayModal({}, @level, session, teamID)
+    @openModalView modal
 
-#    @sessions = new LevelSessionsCollection(levelID)
-#    @sessions.fetch({})
-#    @sessions.once 'sync', @onMySessionsLoaded, @
-
-  onLevelLoaded: -> @startLoadingPhaseTwoMaybe()
-  onMySessionsLoaded: ->
-    @startLoadingPhaseTwoMaybe()
-
-  startLoadingPhaseTwoMaybe: ->
-    return unless @level.loaded # and @sessions.loaded
-    @loadPhaseTwo()
-
-  loadPhaseTwo: ->
-    alliedSystem = _.find @level.get('systems'), (value) -> value.config?.teams?
-    teams = []
-    for teamName, teamConfig of alliedSystem.config.teams
-      continue unless teamConfig.playable
-      teams.push teamName
-    @teams = teams
-    @teamConfigs = alliedSystem.config.teams
-
-    @leaderboards = {}
-    @challengers = {}
-    for team in teams
-#      teamSession = _.find @sessions.models, (session) -> session.get('team') is team
-      teamSession = null
-      console.log "Team session: #{JSON.stringify teamSession}"
-      @leaderboards[team] = new LeaderboardData(@level, team, teamSession)
-      @leaderboards[team].once 'sync', @onLeaderboardLoaded, @
-
-  onChallengersLoaded: -> @renderMaybe()
-  onLeaderboardLoaded: -> @renderMaybe()
-
-  renderMaybe: ->
-    loaders = _.values(@leaderboards) # .concat(_.values(@challengers))
-    return unless _.every loaders, (loader) -> loader.loaded
-    @startsLoading = false
-    @render()
-
-  getRenderData: ->
-    ctx = super()
-    ctx.level = @level
-    description = @level.get('description')
-    ctx.description = if description then marked(description) else ''
-    ctx.link = "/play/level/#{@level.get('name')}"
-    ctx.simulationStatus = @simulationStatus
-    ctx.teams = []
-    ctx.levelID = @levelID
-    for team in @teams or []
-      otherTeam = if team is 'ogres' then 'humans' else 'ogres'
-      color = @teamConfigs[team].color
-      bgColor = hslToHex([color.hue, color.saturation, color.lightness + (1 - color.lightness) * 0.5])
-      primaryColor = hslToHex([color.hue, 0.5, 0.5])
-      ctx.teams.push({
-        id: team
-        name: _.string.titleize(team)
-        leaderboard: @leaderboards[team]
-        otherTeam: otherTeam
-        bgColor: bgColor
-        primaryColor: primaryColor
-      })
-    ctx
-
-class LeaderboardData
-  constructor: (@level, @team, @session) ->
-    _.extend @, Backbone.Events
-    @topPlayers = new LeaderboardCollection(@level, {order:-1, scoreOffset: HIGHEST_SCORE, team: @team, limit: if @session then 10 else 20})
-    @topPlayers.fetch()
-    @topPlayers.comparator = (model) ->
-      return -model.get('totalScore')
-    @topPlayers.sort()
-
-    @topPlayers.once 'sync', @leaderboardPartLoaded, @
-
-#    if @session
-#      score = @session.get('totalScore') or 25
-#      @playersAbove = new LeaderboardCollection(@level, {order:1, scoreOffset: score, limit: 4, team: @team})
-#      @playersAbove.fetch()
-#      @playersAbove.once 'sync', @leaderboardPartLoaded, @
-#      @playersBelow = new LeaderboardCollection(@level, {order:-1, scoreOffset: score, limit: 4, team: @team})
-#      @playersBelow.fetch()
-#      @playersBelow.once 'sync', @leaderboardPartLoaded, @
-
-  leaderboardPartLoaded: ->
-    if @session
-      if @topPlayers.loaded # and @playersAbove.loaded and @playersBelow.loaded
-        @loaded = true
-        @fetchNames()
-    else
-      @loaded = true
-      @fetchNames()
-
-  fetchNames: ->
-    sessionCollections = [@topPlayers, @playersAbove, @playersBelow]
-    sessionCollections = (s for s in sessionCollections when s)
-    ids = []
-    for collection in sessionCollections
-      ids.push model.get('creator') for model in collection.models
-
-    success = (nameMap) =>
-      for collection in sessionCollections
-        session.set('creatorName', nameMap[session.get('creator')]) for session in collection.models
-      @trigger 'sync'
-
-    $.ajax('/db/user/-/names', {
-      data: {ids: ids}
-      type: 'POST'
-      success: success
-    })
-
-class ChallengersData
-  constructor: (@level, @team, @session) ->
-    _.extend @, Backbone.Events
-    score = @session?.get('totalScore') or 25
-    @easyPlayer = new LeaderboardCollection(@level, {order:1, scoreOffset: score - 5, limit: 1, team: @team})
-    @easyPlayer.fetch()
-    @easyPlayer.once 'sync', @challengerLoaded, @
-    @mediumPlayer = new LeaderboardCollection(@level, {order:1, scoreOffset: score, limit: 1, team: @team})
-    @mediumPlayer.fetch()
-    @mediumPlayer.once 'sync', @challengerLoaded, @
-    @hardPlayer = new LeaderboardCollection(@level, {order:-1, scoreOffset: score + 5, limit: 1, team: @team})
-    @hardPlayer.fetch()
-    @hardPlayer.once 'sync', @challengerLoaded, @
-
-  challengerLoaded: ->
-    if @easyPlayer.loaded and @mediumPlayer.loaded and @hardPlayer.loaded
-      @loaded = true
-      @trigger 'sync'
+  destroy: ->
+    clearInterval @refreshInterval
+    @simulator.destroy()
+    super()
diff --git a/app/views/play/level/control_bar_view.coffee b/app/views/play/level/control_bar_view.coffee
index 392eb4ebf..bae8753b6 100644
--- a/app/views/play/level/control_bar_view.coffee
+++ b/app/views/play/level/control_bar_view.coffee
@@ -54,7 +54,7 @@ module.exports = class ControlBarView extends View
     c.ladderGame = @ladderGame
     c.homeLink = "/"
     levelID = @level.get('slug')
-    if levelID in ["brawlwood", "brawlwood-tutorial"]
+    if levelID in ["brawlwood", "brawlwood-tutorial", "dungeon-arena", "dungeon-arena-tutorial"]
       levelID = 'brawlwood' if levelID is 'brawlwood-tutorial'
       c.homeLink = "/play/ladder/" + levelID
     c
diff --git a/app/views/play/level/hud_view.coffee b/app/views/play/level/hud_view.coffee
index 79aad4e7c..324c5e68b 100644
--- a/app/views/play/level/hud_view.coffee
+++ b/app/views/play/level/hud_view.coffee
@@ -135,23 +135,23 @@ module.exports = class HUDView extends View
     props = @$el.find('.thang-props')
     props.find(":not(.thang-name)").remove()
     props.find('.thang-name').text(if @thang.type then "#{@thang.id} - #{@thang.type}" else @thang.id)
-    column = null
-    for prop in @thang.hudProperties ? []
+    propNames = _.without @thang.hudProperties ? [], 'action'
+    nColumns = Math.ceil propNames.length / 5
+    columns = ($('<div class="thang-props-column"></div>').appendTo(props) for i in [0 ... nColumns])
+    for prop, i in propNames
       continue if prop is 'action'
       pel = @createPropElement prop
       continue unless pel?
       if pel.find('.bar').is('*') and props.find('.bar').is('*')
         props.find('.bar-prop').last().after pel  # Keep bars together
       else
-        column ?= $('<div class="thang-props-column"></div>').appendTo props
-        column.append pel
-        column = null if column.find('.prop').length is 5
+        columns[i % nColumns].append pel
     null
 
   createActions: ->
     actions = @$el.find('.thang-actions tbody').empty()
     showActions = @thang.world and not _.isEmpty(@thang.actions) and 'action' in @thang.hudProperties ? []
-    @$el.find('.thang-actions').toggle showActions
+    @$el.find('.thang-actions').toggleClass 'secret', not showActions
     return unless showActions
     @buildActionTimespans()
     for actionName, action of @thang.actions
@@ -175,9 +175,10 @@ module.exports = class HUDView extends View
         group.append(button)
         response.button = $('button:last', group)
     else
-      s = $.i18n.t('play_level.hud_continue', defaultValue: "Continue (press shift-space)")
-      if @shiftSpacePressed > 4 and not @escapePressed
-        @bubble.append('<span class="hud-hint">skip: esc</span>')
+      s = $.i18n.t('play_level.hud_continue', defaultValue: "Continue (shift+space)")
+      sk = $.i18n.t('play_level.skip_tutorial', defaultValue: "skip: esc")
+      if not @escapePressed
+        group.append('<span class="hud-hint">' + sk + '</span>')
       group.append($('<button class="btn btn-small banner with-dot">' + s + ' <div class="dot"></div></button>'))
       @lastResponses = null
     @bubble.append($("<h3>#{@speaker ? 'Captain Anya'}</h3>"))
@@ -247,7 +248,7 @@ module.exports = class HUDView extends View
       return null  # included in the bar
     context =
       prop: prop
-      hasIcon: prop in ["health", "pos", "target", "inventory", "gold"]
+      hasIcon: prop in ["health", "pos", "target", "inventory", "gold", "visualRange", "attackDamage", "attackRange", "maxSpeed"]
       hasBar: prop in ["health"]
     $(prop_template(context))
 
@@ -263,6 +264,7 @@ module.exports = class HUDView extends View
       labelText = prop + ": " + @formatValue(prop, val) + " / " + @formatValue(prop, max)
       if regen
         labelText += " (+" + @formatValue(prop, regen) + "/s)"
+      pel.find('.bar-prop-value').text(Math.round(max)) if max
     else
       s = @formatValue(prop, val)
       labelText = "#{prop}: #{s}"
@@ -314,11 +316,11 @@ module.exports = class HUDView extends View
     @timespans = {}
     dt = @thang.world.dt
     actionHistory = @thang.world.actionsForThang @thang.id, true
-    [lastFrame, lastAction] = [0, 'idle']
+    [lastFrame, lastAction] = [0, null]
     for hist in actionHistory.concat {frame: @thang.world.totalFrames, name: 'END'}
       [newFrame, newAction] = [hist.frame, hist.name]
       continue if newAction is lastAction
-      if newFrame > lastFrame
+      if newFrame > lastFrame and lastAction
         # TODO: don't push it if it didn't exist until then
         (@timespans[lastAction] ?= []).push [lastFrame * dt, newFrame * dt]
       [lastFrame, lastAction] = [newFrame, newAction]
diff --git a/app/views/play/level/modal/docs_modal.coffee b/app/views/play/level/modal/docs_modal.coffee
index c7b77a287..3e9ab5cf8 100644
--- a/app/views/play/level/modal/docs_modal.coffee
+++ b/app/views/play/level/modal/docs_modal.coffee
@@ -25,7 +25,8 @@ module.exports = class DocsModal extends View
     @docs = specific.concat(general)
     marked.setOptions {gfm: true, sanitize: false, smartLists: true, breaks: false}
     @docs = _.cloneDeep(@docs)
-    doc.html = marked(doc.body) for doc in @docs
+    doc.html = marked(doc.i18n?[me.lang()]?.body or doc.body) for doc in @docs
+    doc.name = (doc.i18n?[me.lang()]?.name or doc.name) for doc in @docs
     doc.slug = _.string.slugify(doc.name) for doc in @docs
     super()
 
diff --git a/app/views/play/level/modal/victory_modal.coffee b/app/views/play/level/modal/victory_modal.coffee
index e2fa6b607..c71b2bcac 100644
--- a/app/views/play/level/modal/victory_modal.coffee
+++ b/app/views/play/level/modal/victory_modal.coffee
@@ -11,6 +11,7 @@ module.exports = class VictoryModal extends View
 
   events:
     'click .next-level-button': 'onPlayNextLevel'
+    'click .rank-game-button': 'onRankGame'
 
     # review events
     'mouseover .rating i': (e) -> @showStars(@starNum($(e.target)))
@@ -58,12 +59,32 @@ module.exports = class VictoryModal extends View
     @saveReview() if @$el.find('.review textarea').val()
     Backbone.Mediator.publish('play-next-level')
 
+  onRankGame: (e) ->
+    button = @$el.find('.rank-game-button')
+    button.text($.i18n.t('play_level.victory_ranking_game', defaultValue: 'Submitting...'))
+    button.prop 'disabled', true
+    ajaxData = session: @session.id, levelID: @level.id, originalLevelID: @level.get('original'), levelMajorVersion: @level.get('version').major
+    ladderURL = "/play/ladder/#{@level.get('slug')}#my-matches"
+    goToLadder = -> Backbone.Mediator.publish 'router:navigate', route: ladderURL
+    $.ajax '/queue/scoring',
+      type: 'POST'
+      data: ajaxData
+      success: goToLadder
+      failure: (response) ->
+        console.error "Couldn't submit game for ranking:", response
+        goToLadder()
+
   getRenderData: ->
     c = super()
     c.body = @body
     c.me = me
     c.hasNextLevel = _.isObject(@level.get('nextLevel')) and (@level.get('name') isnt "Mobile Artillery")
     c.levelName = @level.get('i18n')?[me.lang()]?.name ? @level.get('name')
+    c.level = @level
+    if c.level.get('type') is 'ladder'
+      c1 = @session?.get('code')
+      c2 = @session?.get('submittedCode')
+      c.readyToRank = @session.get('levelID') and c1 and not _.isEqual(c1, c2)
     if me.get 'hourOfCode'
       # Show the Hour of Code "I'm Done" tracking pixel after they played for 30 minutes
       elapsed = (new Date() - new Date(me.get('dateCreated')))
diff --git a/app/views/play/level/tome/cast_button_view.coffee b/app/views/play/level/tome/cast_button_view.coffee
index 98c8ab3c8..af45ca57c 100644
--- a/app/views/play/level/tome/cast_button_view.coffee
+++ b/app/views/play/level/tome/cast_button_view.coffee
@@ -35,7 +35,7 @@ module.exports = class CastButtonView extends View
     # TODO: use a User setting instead of localStorage
     delay = localStorage.getItem 'autocastDelay'
     delay ?= 5000
-    if @levelID in ['brawlwood', 'brawlwood-tutorial']
+    if @levelID in ['brawlwood', 'brawlwood-tutorial', 'dungeon-arena', 'dungeon-arena-tutorial']
       delay = 90019001
     @setAutocastDelay delay
 
diff --git a/app/views/play/level/tome/spell_debug_view.coffee b/app/views/play/level/tome/spell_debug_view.coffee
index 5f4cfdd30..c35314932 100644
--- a/app/views/play/level/tome/spell_debug_view.coffee
+++ b/app/views/play/level/tome/spell_debug_view.coffee
@@ -61,7 +61,9 @@ module.exports = class DebugView extends View
       @variableChain = chain
       offsetX = e.domEvent.offsetX ? e.clientX - $(e.domEvent.target).offset().left
       offsetY = e.domEvent.offsetY ? e.clientY - $(e.domEvent.target).offset().top
-      @pos = {left: offsetX + 50, top: offsetY + 50}
+      w = $(document).width()
+      offsetX = w - $(e.domEvent.target).offset().left - 300 if e.clientX + 300 > w
+      @pos = {left: offsetX + 50, top: offsetY + 20}
       @markerRange = new Range pos.row, start, pos.row, end
     else
       @variableChain = @markerRange = null
diff --git a/app/views/play/level/tome/spell_view.coffee b/app/views/play/level/tome/spell_view.coffee
index c44cfa48e..8c98db854 100644
--- a/app/views/play/level/tome/spell_view.coffee
+++ b/app/views/play/level/tome/spell_view.coffee
@@ -456,7 +456,9 @@ module.exports = class SpellView extends View
       @aceSession.removeMarker markerRange.id
     @markerRanges = []
     @aceSession.removeGutterDecoration row, 'executing' for row in [0 ... @aceSession.getLength()]
+    @aceSession.removeGutterDecoration row, 'executed' for row in [0 ... @aceSession.getLength()]
     $(@ace.container).find('.ace_gutter-cell.executing').removeClass('executing')
+    $(@ace.container).find('.ace_gutter-cell.executed').removeClass('executed')
     if not executed.length or (@spell.name is "plan" and @spellThang.castAether.metrics.statementsExecuted < 20)
       @toolbarView?.toggleFlow false
       @debugView.setVariableStates {}
@@ -484,7 +486,7 @@ module.exports = class SpellView extends View
       markerRange.end = @aceDoc.createAnchor markerRange.end
       markerRange.id = @aceSession.addMarker markerRange, clazz, markerType
       @markerRanges.push markerRange
-      @aceSession.addGutterDecoration start.row, clazz if clazz is 'executing'
+      @aceSession.addGutterDecoration start.row, clazz 
     @debugView.setVariableStates {} unless gotVariableStates
     null
 
diff --git a/app/views/play/level/tome/tome_view.coffee b/app/views/play/level/tome/tome_view.coffee
index 11fad104b..0d18a9f1d 100644
--- a/app/views/play/level/tome/tome_view.coffee
+++ b/app/views/play/level/tome/tome_view.coffee
@@ -128,7 +128,9 @@ module.exports = class TomeView extends View
         spellKey = pathComponents.join '/'
         @thangSpells[thang.id].push spellKey
         unless method.cloneOf
-          skipProtectAPI = true  #@getQueryVariable("skip_protect_api") is "true"
+          skipProtectAPI = @getQueryVariable("skip_protect_api") is "true" or @options.levelID isnt 'brawlwood'
+          skipProtectAPI = true  # gah, it's so slow :( and somehow still affects simulation
+          #skipProtectAPI = false if @options.levelID is 'dungeon-arena'
           skipFlow = @getQueryVariable("skip_flow") is "true" or @options.levelID is 'brawlwood'
           spell = @spells[spellKey] = new Spell programmableMethod: method, spellKey: spellKey, pathComponents: pathPrefixComponents.concat(pathComponents), session: @options.session, supermodel: @supermodel, skipFlow: skipFlow, skipProtectAPI: skipProtectAPI, worker: @worker
     for thangID, spellKeys of @thangSpells
diff --git a/app/views/play/level_view.coffee b/app/views/play/level_view.coffee
index 11fa59ba3..a7faa74cb 100644
--- a/app/views/play/level_view.coffee
+++ b/app/views/play/level_view.coffee
@@ -16,6 +16,7 @@ LevelLoader = require 'lib/LevelLoader'
 LevelSession = require 'models/LevelSession'
 Level = require 'models/Level'
 LevelComponent = require 'models/LevelComponent'
+Article = require 'models/Article'
 Camera = require 'lib/surface/Camera'
 AudioPlayer = require 'lib/AudioPlayer'
 
@@ -105,7 +106,8 @@ module.exports = class PlayLevelView extends View
 
   load: ->
     @levelLoader = new LevelLoader supermodel: @supermodel, levelID: @levelID, sessionID: @sessionID, opponentSessionID: @getQueryVariable('opponent'), team: @getQueryVariable("team")
-    @levelLoader.once 'loaded-all', @onLevelLoaderLoaded
+    @levelLoader.once 'loaded-all', @onLevelLoaderLoaded, @
+    @levelLoader.on 'progress', @onLevelLoaderProgressChanged, @
     @god = new God()
 
   getRenderData: ->
@@ -124,7 +126,28 @@ module.exports = class PlayLevelView extends View
     @$el.find('#level-done-button').hide()
     super()
 
-  onLevelLoaderLoaded: =>
+  onLevelLoaderProgressChanged: ->
+    return if @seenDocs
+    return unless showFrequency = @levelLoader.level.get('showGuide')
+    session = @levelLoader.session
+    diff = new Date().getTime() - new Date(session.get('created')).getTime()
+    return if showFrequency is 'first-time' and diff > (5 * 60 * 1000)
+    return unless @levelLoader.level.loaded
+    articles = @levelLoader.supermodel.getModels Article
+    for article in articles
+      return unless article.loaded
+    @showGuide()
+
+  showGuide: ->
+    @seenDocs = true
+    DocsModal = require './level/modal/docs_modal'
+    options = {docs: @levelLoader.level.get('documentation'), supermodel: @supermodel}
+    @openModalView(new DocsModal(options), true)
+    Backbone.Mediator.subscribeOnce 'modal-closed', @onLevelLoaderLoaded, @
+    return true
+
+  onLevelLoaderLoaded: ->
+    return unless @levelLoader.progress() is 1 # double check, since closing the guide may trigger this early
     # Save latest level played in local storage
     if window.currentModal and not window.currentModal.destroyed
       @loadingScreen.showReady()
diff --git a/app/views/play/spectate_view.coffee b/app/views/play/spectate_view.coffee
index e2686e90d..17dbcf6d3 100644
--- a/app/views/play/spectate_view.coffee
+++ b/app/views/play/spectate_view.coffee
@@ -5,7 +5,6 @@ ThangType = require 'models/ThangType'
 
 # temp hard coded data
 World = require 'lib/world/world'
-docs = require 'lib/world/docs'
 
 # tools
 Surface = require 'lib/surface/Surface'
@@ -17,7 +16,9 @@ LevelLoader = require 'lib/LevelLoader'
 LevelSession = require 'models/LevelSession'
 Level = require 'models/Level'
 LevelComponent = require 'models/LevelComponent'
+Article = require 'models/Article'
 Camera = require 'lib/surface/Camera'
+AudioPlayer = require 'lib/AudioPlayer'
 
 # subviews
 TomeView = require './level/tome/tome_view'
@@ -34,8 +35,6 @@ LoadingScreen = require 'lib/LoadingScreen'
 
 PROFILE_ME = false
 
-PlayLevelView = require './level_view'
-
 module.exports = class SpectateLevelView extends View
   id: 'spectate-level-view'
   template: template
@@ -46,6 +45,8 @@ module.exports = class SpectateLevelView extends View
 
   subscriptions:
     'level-set-volume': (e) -> createjs.Sound.setVolume(e.volume)
+    'level-show-victory': 'onShowVictory'
+    'restart-level': 'onRestartLevel'
     'level-highlight-dom': 'onHighlightDom'
     'end-level-highlight-dom': 'onEndHighlight'
     'level-focus-dom': 'onFocusDom'
@@ -53,33 +54,33 @@ module.exports = class SpectateLevelView extends View
     'level-enable-controls': 'onEnableControls'
     'god:new-world-created': 'onNewWorld'
     'god:infinite-loop': 'onInfiniteLoop'
+    'level-reload-from-data': 'onLevelReloadFromData'
+    'play-next-level': 'onPlayNextLevel'
     'edit-wizard-settings': 'showWizardSettingsModal'
     'surface:world-set-up': 'onSurfaceSetUpNewWorld'
     'level:session-will-save': 'onSessionWillSave'
     'level:set-team': 'setTeam'
+    'god:new-world-created': 'loadSoundsForWorld'
 
   events:
     'click #level-done-button': 'onDonePressed'
 
+  shortcuts:
+    'ctrl+s': 'onCtrlS'
 
   constructor: (options, @levelID) ->
     console.profile?() if PROFILE_ME
     super options
-    console.log @levelID
-
-    @ogreSessionID = @getQueryVariable 'ogres'
-    @humanSessionID = @getQueryVariable 'humans'
 
+    @sessionID = @getQueryVariable 'session'
 
     $(window).on('resize', @onWindowResize)
-    @supermodel.once 'error', =>
-      msg = $.i18n.t('play_level.level_load_error', defaultValue: "Level could not be loaded.")
-      @$el.html('<div class="alert">' + msg + '</div>')
-
+    @supermodel.once 'error', @onLevelLoadError
 
     @load()
 
-
+  onLevelLoadError: (e) =>
+    application.router.navigate "/play?not_found=#{@levelID}", {trigger: true}
 
   setLevel: (@level, @supermodel) ->
     @god?.level = @level.serialize @supermodel
@@ -91,7 +92,8 @@ module.exports = class SpectateLevelView extends View
 
   load: ->
     @levelLoader = new LevelLoader supermodel: @supermodel, levelID: @levelID, sessionID: @sessionID, opponentSessionID: @getQueryVariable('opponent'), team: @getQueryVariable("team")
-    @levelLoader.once 'loaded-all', @onLevelLoaderLoaded
+    @levelLoader.once 'loaded-all', @onLevelLoaderLoaded, @
+    @levelLoader.on 'progress', @onLevelLoaderProgressChanged, @
     @god = new God()
 
   getRenderData: ->
@@ -103,30 +105,83 @@ module.exports = class SpectateLevelView extends View
     window.onPlayLevelViewLoaded? @  # still a hack
     @loadingScreen = new LoadingScreen(@$el.find('canvas')[0])
     @loadingScreen.show()
+    @$el.find('#level-done-button').hide()
     super()
 
-  onLevelLoaderLoaded: =>
-    #needs editing
-    @session = @levelLoader.session
-    @world = @levelLoader.world
-    @level = @levelLoader.level
-    @levelLoader.destroy()
-    @levelLoader = null
+  onLevelLoaderProgressChanged: ->
+    return if @seenDocs
+    return unless showFrequency = @levelLoader.level.get('showGuide')
+    session = @levelLoader.session
+    diff = new Date().getTime() - new Date(session.get('created')).getTime()
+    return if showFrequency is 'first-time' and diff > (5 * 60 * 1000)
+    return unless @levelLoader.level.loaded
+    articles = @levelLoader.supermodel.getModels Article
+    for article in articles
+      return unless article.loaded
+    @showGuide()
+
+  showGuide: ->
+    @seenDocs = true
+    DocsModal = require './level/modal/docs_modal'
+    options = {docs: @levelLoader.level.get('documentation'), supermodel: @supermodel}
+    @openModalView(new DocsModal(options), true)
+    Backbone.Mediator.subscribeOnce 'modal-closed', @onLevelLoaderLoaded, @
+    return true
+
+  onLevelLoaderLoaded: ->
+    return unless @levelLoader.progress() is 1 # double check, since closing the guide may trigger this early
+    # Save latest level played in local storage
+    if window.currentModal and not window.currentModal.destroyed
+      @loadingScreen.showReady()
+      return Backbone.Mediator.subscribeOnce 'modal-closed', @onLevelLoaderLoaded, @
+
+    localStorage["lastLevel"] = @levelID if localStorage?
+    @grabLevelLoaderData()
+    team = @getQueryVariable("team") ? @world.teamForPlayer(0)
+    @loadOpponentTeam(team)
     @loadingScreen.destroy()
     @god.level = @level.serialize @supermodel
     @god.worldClassMap = @world.classMap
-    #@setTeam @world.teamForPlayer _.size @session.get 'players'   # TODO: players aren't initialized yet?
-    @setTeam @getQueryVariable("team") ? @world.teamForPlayer(0)
+    @setTeam team
     @initSurface()
     @initGoalManager()
     @initScriptManager()
-    @insertSubviews()
+    @insertSubviews ladderGame: @otherSession?
     @initVolume()
-    @session.on 'change:multiplayer', @onMultiplayerChanged, @
     @originalSessionState = _.cloneDeep(@session.get('state'))
     @register()
     @controlBar.setBus(@bus)
     @surface.showLevel()
+    if @otherSession
+      # TODO: colorize name and cloud by team, colorize wizard by user's color config
+      @surface.createOpponentWizard id: @otherSession.get('creator'), name: @otherSession.get('creatorName'), team: @otherSession.get('team')
+
+  grabLevelLoaderData: ->
+    @session = @levelLoader.session
+    @world = @levelLoader.world
+    @level = @levelLoader.level
+    @otherSession = @levelLoader.opponentSession
+    @levelLoader.destroy()
+    @levelLoader = null
+
+  loadOpponentTeam: (myTeam) ->
+    opponentSpells = []
+    for spellTeam, spells of @session.get('teamSpells') ? @otherSession?.get('teamSpells') ? {}
+      continue if spellTeam is myTeam or not myTeam
+      opponentSpells = opponentSpells.concat spells
+
+    opponentCode = @otherSession?.get('submittedCode') or {}
+    myCode = @session.get('code') or {}
+    for spell in opponentSpells
+      [thang, spell] = spell.split '/'
+      c = opponentCode[thang]?[spell]
+      myCode[thang] ?= {}
+      if c then myCode[thang][spell] = c else delete myCode[thang][spell]
+    @session.set('code', myCode)
+    if @session.get('multiplayer') and @otherSession?
+      # For now, ladderGame will disallow multiplayer, because session code combining doesn't play nice yet.
+      @session.set 'multiplayer', false
+
 
   onSupermodelLoadedOne: =>
     @modelsLoaded ?= 0
@@ -142,38 +197,66 @@ module.exports = class SpectateLevelView extends View
     ctx.clearRect(0, 0, canvas.width, canvas.height)
     ctx.fillText("Loaded #{@modelsLoaded} thingies",50,50)
 
-  insertSubviews: ->
-    #needs editing
-    @insertSubView @tome = new TomeView levelID: @levelID, session: @session, thangs: @world.thangs, supermodel: @supermodel
+  insertSubviews: (subviewOptions) ->
+    @insertSubView @tome = new TomeView levelID: @levelID, session: @session, thangs: @world.thangs, supermodel: @supermodel, ladderGame: subviewOptions.ladderGame
     @insertSubView new PlaybackView {}
     @insertSubView new GoalsView {}
     @insertSubView new GoldView {}
     @insertSubView new HUDView {}
     @insertSubView new ChatView levelID: @levelID, sessionID: @session.id, session: @session
     worldName = @level.get('i18n')?[me.lang()]?.name ? @level.get('name')
-    @controlBar = @insertSubView new ControlBarView {worldName: worldName, session: @session, level: @level, supermodel: @supermodel, playableTeams: @world.playableTeams}
+    @controlBar = @insertSubView new ControlBarView {worldName: worldName, session: @session, level: @level, supermodel: @supermodel, playableTeams: @world.playableTeams, ladderGame: subviewOptions.ladderGame}
   #Backbone.Mediator.publish('level-set-debug', debug: true) if me.displayName() is 'Nick!'
 
   afterInsert: ->
     super()
+    @showWizardSettingsModal() if not me.get('name')
 
+  # callbacks
+
+  onCtrlS: (e) ->
+    e.preventDefault()
+
+  onLevelReloadFromData: (e) ->
+    isReload = Boolean @world
+    @setLevel e.level, e.supermodel
+    if isReload
+      @scriptManager.setScripts(e.level.get('scripts'))
+      Backbone.Mediator.publish 'tome:cast-spell'  # a bit hacky
 
   onWindowResize: (s...) ->
     $('#pointer').css('opacity', 0.0)
 
-  onDisableControls: (e) =>
+  onDisableControls: (e) ->
     return if e.controls and not ('level' in e.controls)
     @shortcutsEnabled = false
     @wasFocusedOn = document.activeElement
     $('body').focus()
 
-  onEnableControls: (e) =>
+  onEnableControls: (e) ->
     return if e.controls? and not ('level' in e.controls)
     @shortcutsEnabled = true
     $(@wasFocusedOn).focus() if @wasFocusedOn
     @wasFocusedOn = null
 
-  onDonePressed: => @showVictory()
+  onDonePressed: -> @showVictory()
+
+  onShowVictory: (e) ->
+    $('#level-done-button').show()
+    @showVictory() if e.showModal
+    setTimeout(@preloadNextLevel, 3000)
+
+  showVictory: ->
+    options = {level: @level, supermodel: @supermodel, session:@session}
+    docs = new VictoryModal(options)
+    @openModalView(docs)
+    window.tracker?.trackEvent 'Saw Victory', level: @world.name, label: @world.name
+
+  onRestartLevel: ->
+    @tome.reloadAllCode()
+    Backbone.Mediator.publish 'level:restarted'
+    $('#level-done-button', @$el).hide()
+    window.tracker?.trackEvent 'Confirmed Restart', level: @world.name, label: @world.name
 
   onNewWorld: (e) ->
     @world = e.world
@@ -183,13 +266,21 @@ module.exports = class SpectateLevelView extends View
     @openModalView new InfiniteLoopModal()
     window.tracker?.trackEvent 'Saw Initial Infinite Loop', level: @world.name, label: @world.name
 
+  onPlayNextLevel: ->
+    nextLevel = @getNextLevel()
+    nextLevelID = nextLevel.get('slug') or nextLevel.id
+    url = "/play/level/#{nextLevelID}"
+    Backbone.Mediator.publish 'router:navigate', {
+      route: url,
+      viewClass: PlayLevelView,
+      viewArgs: [{supermodel:@supermodel}, nextLevelID]}
 
   getNextLevel: ->
     nextLevelOriginal = @level.get('nextLevel')?.original
     levels = @supermodel.getModels(Level)
     return l for l in levels when l.get('original') is nextLevelOriginal
 
-  onHighlightDom: (e) =>
+  onHighlightDom: (e) ->
     if e.delay
       delay = e.delay
       delete e.delay
@@ -243,19 +334,25 @@ module.exports = class SpectateLevelView extends View
     ), 1)
 
 
-  animatePointer: =>
+  animatePointer: ->
     pointer = $('#pointer')
     pointer.css('transition', 'all 0.6s ease-out')
     pointer.css('transform', "rotate(#{@pointerRotation}rad) translate(-3px, #{@pointerRadialDistance-50}px)")
     setTimeout((=>
       pointer.css('transform', "rotate(#{@pointerRotation}rad) translate(-3px, #{@pointerRadialDistance}px)").css('transition', 'all 0.4s ease-in')), 800)
 
-  onFocusDom: (e) => $(e.selector).focus()
+  onFocusDom: (e) -> $(e.selector).focus()
 
-  onEndHighlight: =>
+  onEndHighlight: ->
     $('#pointer').css('opacity', 0.0)
     clearInterval(@pointerInterval)
 
+  onMultiplayerChanged: (e) ->
+    if @session.get('multiplayer')
+      @bus.connect()
+    else
+      @bus.removeFirebaseData =>
+        @bus.disconnect()
 
   # initialization
 
@@ -273,7 +370,7 @@ module.exports = class SpectateLevelView extends View
     @surface.camera.zoomTo({x:0, y:0}, 0.1, 0)
 
   initGoalManager: ->
-    @goalManager = new GoalManager(@world)
+    @goalManager = new GoalManager(@world, @level.get('goals'))
     @god.goalManager = @goalManager
 
   initScriptManager: ->
@@ -297,11 +394,18 @@ module.exports = class SpectateLevelView extends View
     if state.playing?
       Backbone.Mediator.publish 'level-set-playing', { playing: state.playing }
 
+  preloadNextLevel: =>
+    # TODO: Loading models in the middle of gameplay causes stuttering. Most of the improvement in loading time is simply from passing the supermodel from this level to the next, but if we can find a way to populate the level early without it being noticeable, that would be even better.
+#    return if @destroyed
+#    return if @preloaded
+#    nextLevel = @getNextLevel()
+#    @supermodel.populateModel nextLevel
+#    @preloaded = true
 
   register: ->
     @bus = LevelBus.get(@levelID, @session.id)
     @bus.setSession(@session)
-    @bus.setTeamSpellMap @tome.teamSpellMap
+    @bus.setSpells @tome.spells
     @bus.connect() if @session.get('multiplayer')
 
   onSessionWillSave: (e) ->
@@ -319,7 +423,20 @@ module.exports = class SpectateLevelView extends View
     me.team = team
     Backbone.Mediator.publish 'level:team-set', team: team
 
+  # Dynamic sound loading
+
+  loadSoundsForWorld: (e) ->
+    return if @headless
+    world = e.world
+    thangTypes = @supermodel.getModels(ThangType)
+    for [spriteName, message] in world.thangDialogueSounds()
+      continue unless thangType = _.find thangTypes, (m) -> m.get('name') is spriteName
+      continue unless sound = AudioPlayer.soundForDialogue message, thangType.get('soundTriggers')
+      AudioPlayer.preloadSoundReference sound
+
   destroy: ->
+    @supermodel?.off 'error', @onLevelLoadError
+    @levelLoader?.off 'loaded-all', @onLevelLoaderLoaded
     @levelLoader?.destroy()
     @surface?.destroy()
     @god?.destroy()
@@ -327,10 +444,14 @@ module.exports = class SpectateLevelView extends View
     @scriptManager?.destroy()
     $(window).off('resize', @onWindowResize)
     delete window.world # not sure where this is set, but this is one way to clean it up
-
     clearInterval(@pointerInterval)
     @bus?.destroy()
     #@instance.save() unless @instance.loading
     console.profileEnd?() if PROFILE_ME
-    @session.off 'change:multiplayer', @onMultiplayerChanged, @
+    @session?.off 'change:multiplayer', @onMultiplayerChanged, @
+    @onLevelLoadError = null
+    @onLevelLoaderLoaded = null
+    @onSupermodelLoadedOne = null
+    @preloadNextLevel = null
+    @saveScreenshot = null
     super()
diff --git a/app/views/play_view.coffee b/app/views/play_view.coffee
index 32e6d3bf1..9088f1cde 100644
--- a/app/views/play_view.coffee
+++ b/app/views/play_view.coffee
@@ -154,6 +154,13 @@ module.exports = class PlayView extends View
         image: '/file/db/level/526fd3043c637ece50001bb2/the_herd_icon.png'
         description: "Strike at the weak point in an array of enemies. - by Aftermath"
       }
+      {
+        name: 'Bubble Sort Bootcamp Battle'
+        difficulty: 3
+        id: 'bubble-sort-bootcamp-battle'
+        image: '/file/db/level/525ef8ef06e1ab0962000003/commanding_followers_icon.png'
+        description: "Write a bubble sort to organize your soldiers. - by Alexandru"
+      }
       {
         name: 'Enemy Artillery'
         difficulty: 1
diff --git a/bin/coco-mongodb b/bin/coco-mongodb
index be4f285ed..4ff889493 100755
--- a/bin/coco-mongodb
+++ b/bin/coco-mongodb
@@ -71,7 +71,7 @@ def which(cmd, mode=os.F_OK | os.X_OK, path=None):
 
 
 current_directory = os.path.dirname(os.path.realpath(sys.argv[0]))
-allowedMongoVersions = ["v2.5.4","v2.5.5"]
+allowedMongoVersions = ["v2.5.4","v2.5.5","v2.6.0-rc1"]
 if which("mongod") and any(i in subprocess.check_output("mongod --version",shell=True) for i in allowedMongoVersions):
     mongo_executable = "mongod"
 else:
diff --git a/server/articles/article_handler.coffee b/server/articles/article_handler.coffee
index ac4fb4b97..b519b8b9f 100644
--- a/server/articles/article_handler.coffee
+++ b/server/articles/article_handler.coffee
@@ -3,7 +3,7 @@ Handler = require('../commons/Handler')
 
 ArticleHandler = class ArticleHandler extends Handler
   modelClass: Article
-  editableProperties: ['body', 'name']
+  editableProperties: ['body', 'name', 'i18n']
 
   hasAccess: (req) ->
     req.method is 'GET' or req.user?.isAdmin()
diff --git a/server/articles/article_schema.coffee b/server/articles/article_schema.coffee
index 08226d183..1fd4769f7 100644
--- a/server/articles/article_schema.coffee
+++ b/server/articles/article_schema.coffee
@@ -4,9 +4,10 @@ ArticleSchema = c.object()
 c.extendNamedProperties ArticleSchema  # name first
 
 ArticleSchema.properties.body = { type: 'string', title: 'Content', format: 'markdown' }
+ArticleSchema.properties.i18n = { type: 'object', title: 'i18n', format: 'i18n', props: ['body'] }
 
 c.extendBasicProperties(ArticleSchema, 'article')
 c.extendSearchableProperties(ArticleSchema)
 c.extendVersionedProperties(ArticleSchema, 'article')
 
-module.exports = ArticleSchema
\ No newline at end of file
+module.exports = ArticleSchema
diff --git a/server/commons/Handler.coffee b/server/commons/Handler.coffee
index 2f81d0acd..4460b2d22 100644
--- a/server/commons/Handler.coffee
+++ b/server/commons/Handler.coffee
@@ -123,7 +123,9 @@ module.exports = class Handler
     # Keeping it simple for now and just allowing access to the first FETCH_LIMIT results.
     query = {'original': mongoose.Types.ObjectId(id)}
     sort = {'created': -1}
-    @modelClass.find(query).limit(FETCH_LIMIT).sort(sort).exec (err, results) =>
+    selectString = 'slug name version commitMessage created'  # Is this even working?
+    @modelClass.find(query).select(selectString).lean().limit(FETCH_LIMIT).sort(sort).exec (err, results) =>
+      return @sendDatabaseError(res, err) if err
       for doc in results
         return @sendUnauthorizedError(res) unless @hasAccessToDocument(req, doc)
       res.send(results)
@@ -261,7 +263,7 @@ module.exports = class Handler
     tv4 = require('tv4').tv4
     res = tv4.validateMultiple(input, @jsonSchema)
     res
-    
+
   @isID: (id) -> _.isString(id) and id.length is 24 and id.match(/[a-z0-9]/gi)?.length is 24
 
   getDocumentForIdOrSlug: (idOrSlug, done) ->
diff --git a/server/levels/level_handler.coffee b/server/levels/level_handler.coffee
index b26e729bd..4a2bdd24a 100644
--- a/server/levels/level_handler.coffee
+++ b/server/levels/level_handler.coffee
@@ -20,6 +20,8 @@ LevelHandler = class LevelHandler extends Handler
     'i18n'
     'icon'
     'goals'
+    'type'
+    'showsGuide'
   ]
 
   postEditableProperties: ['name']
@@ -27,7 +29,7 @@ LevelHandler = class LevelHandler extends Handler
   getByRelationship: (req, res, args...) ->
     return @getSession(req, res, args[0]) if args[1] is 'session'
     return @getLeaderboard(req, res, args[0]) if args[1] is 'leaderboard'
-    return @getAllSessions(req, res, args[0]) if args[1] is 'all_sessions'
+    return @getMySessions(req, res, args[0]) if args[1] is 'my_sessions'
     return @getFeedback(req, res, args[0]) if args[1] is 'feedback'
     return @sendNotFoundError(res)
 
@@ -47,10 +49,11 @@ LevelHandler = class LevelHandler extends Handler
           majorVersion: level.version.major
         creator: req.user.id
 
-      # TODO: generalize this for levels that need teams
       if req.query.team?
         sessionQuery.team = req.query.team
-      else if level.name is 'Project DotA'
+
+      # TODO: generalize this for levels based on their teams
+      else if level.get('type') is 'ladder'
         sessionQuery.team = 'humans'
       
       Session.findOne(sessionQuery).exec (err, doc) =>
@@ -86,26 +89,27 @@ LevelHandler = class LevelHandler extends Handler
       # associated with the handler, because the handler might return a different type
       # of model, like in this case. Refactor to move that logic to the model instead.
 
-  getAllSessions: (req, res, id) ->
-    @fetchLevelByIDAndHandleErrors id, req, res, (err, level) =>
+  getMySessions: (req, res, slugOrID) ->
+    findParameters = {}
+    if Handler.isID slugOrID
+      findParameters["_id"] = slugOrID
+    else
+      findParameters["slug"] = slugOrID
+    selectString = 'original version.major permissions'
+    query = Level.findOne(findParameters)
+      .select(selectString)
+      .lean()
+    
+    query.exec (err, level) =>
+      return @sendDatabaseError(res, err) if err
+      return @sendNotFoundError(res) unless level?
       sessionQuery =
         level:
           original: level.original.toString()
           majorVersion: level.version.major
-        submitted: true
-
-      propertiesToReturn = [
-        '_id'
-        'totalScore'
-        'submitted'
-        'team'
-        'creatorName'
-      ]
-
-      query = Session
-        .find(sessionQuery)
-        .select(propertiesToReturn.join ' ')
-
+        creator: req.user._id+''
+      
+      query = Session.find(sessionQuery).select('-screenshot')
       query.exec (err, results) =>
         if err then @sendDatabaseError(res, err) else @sendSuccess res, results
 
@@ -136,7 +140,6 @@ LevelHandler = class LevelHandler extends Handler
     query = Session
       .find(sessionsQueryParameters)
       .limit(req.query.limit)
-      .sort(sortParameters)
       .select(selectProperties.join ' ')
 
     query.exec (err, resultSessions) =>
diff --git a/server/levels/level_schema.coffee b/server/levels/level_schema.coffee
index d0d448267..86f774ad0 100644
--- a/server/levels/level_schema.coffee
+++ b/server/levels/level_schema.coffee
@@ -33,7 +33,7 @@ GoalSchema = c.object {title: "Goal", description: "A goal that the player can a
   team: c.shortString(title: 'Team', description: 'Name of the team this goal is for, if it is not for all of the playable teams.')
   killThangs: c.array {title: "Kill Thangs", description: "A list of Thang IDs the player should kill, or team names.", uniqueItems: true, minItems: 1, "default": ["ogres"]}, thang
   saveThangs: c.array {title: "Save Thangs", description: "A list of Thang IDs the player should save, or team names", uniqueItems: true, minItems: 1, "default": ["humans"]}, thang
-  getToLocations: c.object {title: "Get To Locations", description: "TODO: explain", required: ["who", "targets"]},
+  getToLocations: c.object {title: "Get To Locations", description: "Will be set off when any of the \"who\" touch any of the \"targets\" ", required: ["who", "targets"]},
     who: c.array {title: "Who", description: "The Thangs who must get to the target locations.", minItems: 1}, thang
     targets: c.array {title: "Targets", description: "The target locations to which the Thangs must get.", minItems: 1}, thang
   keepFromLocations: c.object {title: "Keep From Locations", description: "TODO: explain", required: ["who", "targets"]},
@@ -226,7 +226,8 @@ _.extend LevelSchema.properties,
   i18n: {type: "object", format: 'i18n', props: ['name', 'description'], description: "Help translate this level"}
   icon: { type: 'string', format: 'image-file', title: 'Icon' }
   goals: c.array {title: 'Goals', description: 'An array of goals which are visible to the player and can trigger scripts.'}, GoalSchema
-
+  type: c.shortString(title: "Type", description: "What kind of level this is.", "enum": ['campaign', 'ladder'])
+  showsGuide: c.shortString(title: "Shows Guide", description: "If the guide is shown at the beginning of the level.", "enum": ['first-time', 'always'])
 
 c.extendBasicProperties LevelSchema, 'level'
 c.extendSearchableProperties LevelSchema
diff --git a/server/levels/sessions/level_session_handler.coffee b/server/levels/sessions/level_session_handler.coffee
index dbb3324f4..d3ab07830 100644
--- a/server/levels/sessions/level_session_handler.coffee
+++ b/server/levels/sessions/level_session_handler.coffee
@@ -7,7 +7,7 @@ class LevelSessionHandler extends Handler
   modelClass: LevelSession
   editableProperties: ['multiplayer', 'players', 'code', 'completed', 'state',
                        'levelName', 'creatorName', 'levelID', 'screenshot',
-                       'chat', 'teamSpells','submitted']
+                       'chat', 'teamSpells', 'submitted', 'unsubscribed']
 
   getByRelationship: (req, res, args...) ->
     return @sendNotFoundError(res) unless args.length is 2 and args[1] is 'active'
diff --git a/server/levels/sessions/level_session_schema.coffee b/server/levels/sessions/level_session_schema.coffee
index 290422c10..a7d742001 100644
--- a/server/levels/sessions/level_session_schema.coffee
+++ b/server/levels/sessions/level_session_schema.coffee
@@ -122,7 +122,7 @@ _.extend LevelSessionSchema.properties,
 
   standardDeviation:
     type:'number'
-    default:25/3
+    default: 25/3
     minimum: 0
 
   totalScore:
@@ -139,14 +139,34 @@ _.extend LevelSessionSchema.properties,
 
   submittedCode:
     type: 'object'
-    
+
+  isRanking:
+    type: 'boolean'
+    description: 'Whether this session is still in the first ranking chain after being submitted.'
+
+  unsubscribed:
+    type: 'boolean'
+    description: 'Whether the player has opted out of receiving email updates about ladder rankings for this session.'
+
   numberOfWinsAndTies:
     type: 'number'
     default: 0
+
   numberOfLosses:
     type: 'number'
     default: 0
 
+  scoreHistory:
+    type: 'array'
+    title: 'Score History'
+    description: 'A list of objects representing the score history of a session'
+    items:
+      title: 'Score History Point'
+      description: 'An array with the format [unix timestamp, totalScore]'
+      type: 'array'
+      items:
+        type: 'number'
+
   matches:
     type: 'array'
     title: 'Matches'
diff --git a/server/queues/scoring.coffee b/server/queues/scoring.coffee
index 08f0794d0..9577df844 100644
--- a/server/queues/scoring.coffee
+++ b/server/queues/scoring.coffee
@@ -8,6 +8,7 @@ db = require './../routes/db'
 mongoose = require 'mongoose'
 queues = require '../commons/queue'
 LevelSession = require '../levels/sessions/LevelSession'
+Level = require '../levels/Level'
 TaskLog = require './task/ScoringTask'
 bayes = new (require 'bayesian-battle')()
 
@@ -23,13 +24,13 @@ connectToScoringQueue = ->
       if error? then throw new Error  "There was an error registering the scoring queue: #{error}"
       scoringTaskQueue = data
       log.info "Connected to scoring task queue!"
-      
+
 module.exports.addPairwiseTaskToQueueFromRequest = (req, res) ->
   taskPair = req.body.sessions
   addPairwiseTaskToQueue req.body.sessions (err, success) ->
     if err? then return errors.serverError res, "There was an error adding pairwise tasks: #{err}"
     sendResponseObject req, res, {"message":"All task pairs were succesfully sent to the queue"}
-    
+
 
 addPairwiseTaskToQueue = (taskPair, cb) ->
   LevelSession.findOne(_id:taskPair[0]).lean().exec (err, firstSession) =>
@@ -42,32 +43,42 @@ addPairwiseTaskToQueue = (taskPair, cb) ->
         if e then return cb e, false
 
       sendEachTaskPairToTheQueue taskPairs, (taskPairError) ->
-        if taskPairError? then return cb taskPairError,false 
+        if taskPairError? then return cb taskPairError,false
         cb null, true
-        
+
 
 module.exports.createNewTask = (req, res) ->
   requestSessionID = req.body.session
+  requestLevelID = req.body.originalLevelID
+  requestCurrentLevelID = req.body.levelID
+  requestLevelMajorVersion = parseInt(req.body.levelMajorVersion)
+
   validatePermissions req, requestSessionID, (error, permissionsAreValid) ->
     if err? then return errors.serverError res, "There was an error validating permissions"
     unless permissionsAreValid then return errors.forbidden res, "You do not have the permissions to submit that game to the leaderboard"
 
     return errors.badInput res, "The session ID is invalid" unless typeof requestSessionID is "string"
+    Level.findOne({_id: requestCurrentLevelID}).lean().select('type').exec (err, levelWithType) ->
+      if err? then return errors.serverError res, "There was an error finding the level type"
 
-    fetchSessionToSubmit requestSessionID, (err, sessionToSubmit) ->
-      if err? then return errors.serverError res, "There was an error finding the given session."
+      if not levelWithType.type or levelWithType.type isnt "ladder"
+        console.log "The level type of level with ID #{requestLevelID} is #{levelWithType.type}"
+        return errors.badInput res, "That level isn't a ladder level"
 
-      updateSessionToSubmit sessionToSubmit, (err, data) ->
-        if err? then return errors.serverError res, "There was an error updating the session"
-        opposingTeam = calculateOpposingTeam(sessionToSubmit.team)
-        fetchInitialSessionsToRankAgainst opposingTeam, (err, sessionsToRankAgainst) ->
-          if err? then return errors.serverError res, "There was an error fetching the sessions to rank against"
+      fetchSessionToSubmit requestSessionID, (err, sessionToSubmit) ->
+        if err? then return errors.serverError res, "There was an error finding the given session."
 
-          taskPairs = generateTaskPairs(sessionsToRankAgainst, sessionToSubmit)
-          sendEachTaskPairToTheQueue taskPairs, (taskPairError) ->
-            if taskPairError? then return errors.serverError res, "There was an error sending the task pairs to the queue"
+        updateSessionToSubmit sessionToSubmit, (err, data) ->
+          if err? then return errors.serverError res, "There was an error updating the session"
+          opposingTeam = calculateOpposingTeam(sessionToSubmit.team)
+          fetchInitialSessionsToRankAgainst opposingTeam,requestLevelID, requestLevelMajorVersion, (err, sessionsToRankAgainst) ->
+            if err? then return errors.serverError res, "There was an error fetching the sessions to rank against"
 
-            sendResponseObject req, res, {"message":"All task pairs were succesfully sent to the queue"}
+            taskPairs = generateTaskPairs(sessionsToRankAgainst, sessionToSubmit)
+            sendEachTaskPairToTheQueue taskPairs, (taskPairError) ->
+              if taskPairError? then return errors.serverError res, "There was an error sending the task pairs to the queue"
+
+              sendResponseObject req, res, {"message":"All task pairs were succesfully sent to the queue"}
 
 module.exports.dispatchTaskToConsumer = (req, res) ->
   if isUserAnonymous(req) then return errors.forbidden res, "You need to be logged in to simulate games"
@@ -84,7 +95,7 @@ module.exports.dispatchTaskToConsumer = (req, res) ->
       message.changeMessageVisibilityTimeout scoringTaskTimeoutInSeconds, (err) ->
         if err? then return errors.serverError res, "There was an error changing the message visibility timeout."
         console.log "Changed visibility timeout"
-        constructTaskLogObject getUserIDFromRequest(req),message.getReceiptHandle(), (taskLogError, taskLogObject) ->
+        constructTaskLogObject getUserIDFromRequest(req), message.getReceiptHandle(), (taskLogError, taskLogObject) ->
           if taskLogError? then return errors.serverError res, "There was an error creating the task log object."
 
           taskObject.taskID = taskLogObject._id
@@ -105,55 +116,69 @@ module.exports.processTaskResult = (req, res) ->
     return handleTimedOutTask req, res, clientResponseObject if hasTaskTimedOut taskLogJSON.sentDate
 
     scoringTaskQueue.deleteMessage clientResponseObject.receiptHandle, (err) ->
+      console.log "Deleted message."
       if err? then return errors.badInput res, "The queue message is already back in the queue, rejecting results."
 
-      logTaskComputation clientResponseObject, taskLog, (logErr) ->
-        if logErr? then return errors.serverError res, "There as a problem logging the task computation: #{logErr}"
+      LevelSession.findOne(_id: clientResponseObject.originalSessionID).lean().exec (err, levelSession) ->
+        if err? then return errors.serverError res, "There was a problem finding the level session:#{err}"
 
-        updateSessions clientResponseObject, (updateError, newScoreArray) ->
-          if updateError? then return errors.serverError res, "There was an error updating the scores.#{updateError}"
+        supposedSubmissionDate = new Date(clientResponseObject.sessions[0].submitDate)
 
-          newScoresObject = _.indexBy newScoreArray, 'id'
+        if Number(supposedSubmissionDate) isnt Number(levelSession.submitDate)
+          return sendResponseObject req, res, {"message":"The game has been resubmitted. Removing from queue..."}
+
+        logTaskComputation clientResponseObject, taskLog, (logErr) ->
+          if logErr? then return errors.serverError res, "There as a problem logging the task computation: #{logErr}"
+
+          updateSessions clientResponseObject, (updateError, newScoreArray) ->
+            if updateError? then return errors.serverError res, "There was an error updating the scores.#{updateError}"
+
+            newScoresObject = _.indexBy newScoreArray, 'id'
+
+            addMatchToSessions clientResponseObject, newScoresObject, (err, data) ->
+              if err? then return errors.serverError res, "There was an error updating the sessions with the match! #{JSON.stringify err}"
+
+              originalSessionID = clientResponseObject.originalSessionID
+              originalSessionTeam = clientResponseObject.originalSessionTeam
+              originalSessionRank = parseInt clientResponseObject.originalSessionRank
+
+              determineIfSessionShouldContinueAndUpdateLog originalSessionID, originalSessionRank, (err, sessionShouldContinue) ->
+                if err? then return errors.serverError res, "There was an error determining if the session should continue, #{err}"
+
+                if sessionShouldContinue
+                  opposingTeam = calculateOpposingTeam(originalSessionTeam)
+                  opponentID = _.pull(_.keys(newScoresObject), originalSessionID)
+                  sessionNewScore = newScoresObject[originalSessionID].totalScore
+                  opponentNewScore = newScoresObject[opponentID].totalScore
+
+                  levelOriginalID = levelSession.level.original
+                  levelOriginalMajorVersion = levelSession.level.majorVersion
+                  findNearestBetterSessionID levelOriginalID, levelOriginalMajorVersion, originalSessionID, sessionNewScore, opponentNewScore, opponentID ,opposingTeam, (err, opponentSessionID) ->
+                    if err? then return errors.serverError res, "There was an error finding the nearest sessionID!"
+                    unless opponentSessionID then return sendResponseObject req, res, {"message":"There were no more games to rank(game is at top!"}
+
+                    addPairwiseTaskToQueue [originalSessionID, opponentSessionID], (err, success) ->
+                      if err? then return errors.serverError res, "There was an error sending the pairwise tasks to the queue!"
+                      sendResponseObject req, res, {"message":"The scores were updated successfully and more games were sent to the queue!"}
+                else
+                  console.log "Player lost, achieved rank #{originalSessionRank}"
+                  LevelSession.update {_id: originalSessionID}, {isRanking: false}, {multi: false}, (err, affected) ->
+                    if err? then return errors.serverError res, "There was an error marking the completed session as not being ranked."
+                    sendResponseObject req, res, {"message":"The scores were updated successfully, person lost so no more games are being inserted!"}
 
-          addMatchToSessions clientResponseObject, newScoresObject, (err, data) ->
-            if err? then return errors.serverError res, "There was an error updating the sessions with the match! #{JSON.stringify err}"
-              
-            originalSessionID = clientResponseObject.originalSessionID
-            originalSessionTeam = clientResponseObject.originalSessionTeam
-            originalSessionRank = parseInt clientResponseObject.originalSessionRank
-            
-            determineIfSessionShouldContinueAndUpdateLog originalSessionID, originalSessionRank, (err, sessionShouldContinue) ->
-              if err? then return errors.serverError res, "There was an error determining if the session should continue, #{err}"
-                
-              if sessionShouldContinue
-                opposingTeam = calculateOpposingTeam(originalSessionTeam)
-                opponentID = _.pull(_.keys(newScoresObject), originalSessionID)
-                sessionNewScore = newScoresObject[originalSessionID].totalScore
-                opponentNewScore = newScoresObject[opponentID].totalScore
-                findNearestBetterSessionID sessionNewScore, opponentNewScore, opponentID ,opposingTeam, (err, opponentSessionID) ->
-                  if err? then return errors.serverError res, "There was an error finding the nearest sessionID!"
-                  unless opponentSessionID then return sendResponseObject req, res, {"message":"There were no more games to rank(game is at top!"}
-                    
-                  addPairwiseTaskToQueue [originalSessionID, opponentSessionID], (err, success) ->
-                    if err? then return errors.serverError res, "There was an error sending the pairwise tasks to the queue!"
-                    sendResponseObject req, res, {"message":"The scores were updated successfully and more games were sent to the queue!"}
-              else
-                console.log "Player lost, achieved rank #{originalSessionRank}"
-                sendResponseObject req, res, {"message":"The scores were updated successfully, person lost so no more games are being inserted!"}
 
-              
 determineIfSessionShouldContinueAndUpdateLog = (sessionID, sessionRank, cb) ->
-  queryParameters = 
+  queryParameters =
     _id: sessionID
-  
-  updateParameters = 
+
+  updateParameters =
     "$inc": {}
-  
-  if sessionRank is 0 
+
+  if sessionRank is 0
     updateParameters["$inc"] = {numberOfWinsAndTies: 1}
   else
     updateParameters["$inc"] = {numberOfLosses: 1}
- 
+
   LevelSession.findOneAndUpdate queryParameters, updateParameters,{select: 'numberOfWinsAndTies numberOfLosses'}, (err, updatedSession) ->
     if err? then return cb err, updatedSession
     updatedSession = updatedSession.toObject()
@@ -162,58 +187,69 @@ determineIfSessionShouldContinueAndUpdateLog = (sessionID, sessionRank, cb) ->
     if totalNumberOfGamesPlayed < 5
       console.log "Number of games played is less than 5, continuing..."
       cb null, true
-    else if totalNumberOfGamesPlayed > 15
-      console.log "Too many games played, ending..."
-      cb null, false
     else
-      ratio = (updatedSession.numberOfLosses - 5) / (totalNumberOfGamesPlayed)
+      ratio = (updatedSession.numberOfLosses) / (totalNumberOfGamesPlayed)
       if ratio > 0.66
         cb null, false
         console.log "Ratio(#{ratio}) is bad, ending simulation"
       else
         console.log "Ratio(#{ratio}) is good, so continuing simulations"
         cb null, true
-      
-    
-findNearestBetterSessionID = (sessionTotalScore, opponentSessionTotalScore, opponentSessionID, opposingTeam, cb) ->
-  queryParameters =
-    totalScore: 
-      $gt:opponentSessionTotalScore + 0.5
-    _id: 
-      $ne: opponentSessionID
-    "level.original": "52d97ecd32362bc86e004e87"
-    "level.majorVersion": 0
-    submitted: true
-    submittedCode:
-      $exists: true
-    team: opposingTeam
-    
-  limitNumber = 1
 
-  sortParameters =
-    totalScore: 1
-    
-  selectString = '_id totalScore'
-    
-  query = LevelSession.findOne(queryParameters)
-    .sort(sortParameters)
-    .limit(limitNumber)
-    .select(selectString)
+
+findNearestBetterSessionID = (levelOriginalID, levelMajorVersion, sessionID, sessionTotalScore, opponentSessionTotalScore, opponentSessionID, opposingTeam, cb) ->
+  retrieveAllOpponentSessionIDs sessionID, (err, opponentSessionIDs) ->
+    if err? then return cb err, null
+
+    queryParameters =
+      totalScore:
+        $gt:opponentSessionTotalScore
+      _id:
+        $nin: opponentSessionIDs
+      "level.original": levelOriginalID
+      "level.majorVersion": levelMajorVersion
+      submitted: true
+      submittedCode:
+        $exists: true
+      team: opposingTeam
+
+    limitNumber = 1
+
+    sortParameters =
+      totalScore: 1
+
+    selectString = '_id totalScore'
+
+    query = LevelSession.findOne(queryParameters)
+      .sort(sortParameters)
+      .limit(limitNumber)
+      .select(selectString)
+      .lean()
+
+    console.log "Finding session with score near #{opponentSessionTotalScore}"
+    query.exec (err, session) ->
+      if err? then return cb err, session
+      unless session then return cb err, null
+      console.log "Found session with score #{session.totalScore}"
+      cb err, session._id
+
+
+retrieveAllOpponentSessionIDs = (sessionID, cb) ->
+  query = LevelSession.findOne({"_id":sessionID})
+    .select('matches.opponents.sessionID')
     .lean()
-  
-  console.log "Finding session with score near #{opponentSessionTotalScore}"
   query.exec (err, session) ->
-    if err? then return cb err, session
-    unless session then return cb err, null
-    console.log "Found session with score #{session.totalScore}"
-    cb err, session._id
+    if err? then return cb err, null
+    opponentSessionIDs = (match.opponents[0].sessionID for match in session.matches)
+    cb err, opponentSessionIDs
+
 
 calculateOpposingTeam = (sessionTeam) ->
   teams = ['ogres','humans']
   opposingTeams = _.pull teams, sessionTeam
   return opposingTeams[0]
-  
-  
+
+
 validatePermissions = (req, sessionID, callback) ->
   if isUserAnonymous req then return callback null, false
   if isUserAdmin req then return callback null, true
@@ -251,7 +287,7 @@ updateMatchesInSession = (matchObject, sessionID, callback) ->
   currentMatchObject.opponents = opponentsArray
 
   sessionUpdateObject =
-    $push: {matches: currentMatchObject}
+    $push: {matches: {$each: [currentMatchObject], $slice: -200}}
   log.info "Updating session #{sessionID}"
   LevelSession.update {"_id":sessionID}, sessionUpdateObject, callback
 
@@ -270,34 +306,34 @@ updateSessionToSubmit = (sessionToUpdate, callback) ->
     submitted: true
     submittedCode: sessionToUpdate.code
     submitDate: new Date()
-    matches: []
     meanStrength: 25
     standardDeviation: 25/3
     totalScore: 10
     numberOfWinsAndTies: 0
     numberOfLosses: 0
+    isRanking: true
   LevelSession.update {_id: sessionToUpdate._id}, sessionUpdateObject, callback
 
-fetchInitialSessionsToRankAgainst = (opposingTeam, callback) ->
+fetchInitialSessionsToRankAgainst = (opposingTeam, levelID, levelMajorVersion, callback) ->
   console.log "Fetching sessions to rank against for opposing team #{opposingTeam}"
   findParameters =
-    "level.original": "52d97ecd32362bc86e004e87"
-    "level.majorVersion": 0
+    "level.original": levelID
+    "level.majorVersion": levelMajorVersion
     submitted: true
     submittedCode:
       $exists: true
     team: opposingTeam
-  
-  sortParameters = 
+
+  sortParameters =
     totalScore: 1
-  
+
   limitNumber = 1
-  
+
   query = LevelSession.find(findParameters)
     .sort(sortParameters)
     .limit(limitNumber)
-  
-  
+
+
   query.exec callback
 
 generateTaskPairs = (submittedSessions, sessionToScore) ->
@@ -409,10 +445,14 @@ updateScoreInSession = (scoreObject,callback) ->
     if err? then return callback err, null
 
     session = session.toObject()
+    newTotalScore = scoreObject.meanStrength - 1.8 * scoreObject.standardDeviation
+    scoreHistoryAddition = [Date.now(), newTotalScore]
     updateObject =
       meanStrength: scoreObject.meanStrength
       standardDeviation: scoreObject.standardDeviation
-      totalScore: scoreObject.meanStrength - 1.8 * scoreObject.standardDeviation
+      totalScore: newTotalScore
+      $push: {scoreHistory: {$each: [scoreHistoryAddition], $slice: -1000}}
+
     LevelSession.update {"_id": scoreObject.id}, updateObject, callback
     log.info "New total score for session #{scoreObject.id} is #{updateObject.totalScore}"
 
@@ -433,4 +473,3 @@ retrieveOldSessionData = (sessionID, callback) ->
       "totalScore":session.totalScore ? (25 - 1.8*(25/3))
       "id": sessionID
     callback err, oldScoreObject
-
diff --git a/server/routes/auth.coffee b/server/routes/auth.coffee
index 2e6dbf72d..c845b28c2 100644
--- a/server/routes/auth.coffee
+++ b/server/routes/auth.coffee
@@ -2,6 +2,7 @@ authentication = require('passport')
 LocalStrategy = require('passport-local').Strategy
 User = require('../users/User')
 UserHandler = require('../users/user_handler')
+LevelSession = require '../levels/sessions/LevelSession'
 config = require '../../server_config'
 errors = require '../commons/errors'
 mail = require '../commons/mail'
@@ -21,16 +22,16 @@ module.exports.setup = (app) ->
         if passwordReset and password.toLowerCase() is passwordReset
           User.update {_id: user.get('_id')}, {passwordReset: ''}, {}, ->
           return done(null, user)
-          
+
         hash = User.hashPassword(password)
         unless user.get('passwordHash') is hash
-          return done(null, false, {message:'is wrong, wrong, wrong', property:'password'}) 
+          return done(null, false, {message:'is wrong, wrong, wrong', property:'password'})
         return done(null, user)
       )
   ))
   app.post '/auth/spy', (req, res, next) ->
     if req?.user?.isAdmin()
-      
+
       username = req.body.usernameLower
       emailLower = req.body.emailLower
       if emailLower
@@ -39,19 +40,19 @@ module.exports.setup = (app) ->
         query = {"nameLower":username}
       else
         return errors.badInput res, "You need to supply one of emailLower or username"
-        
+
       User.findOne query, (err, user) ->
         if err? then return errors.serverError res, "There was an error finding the specified user"
-        
+
         unless user then return errors.badInput res, "The specified user couldn't be found"
-          
+
         req.logIn user, (err) ->
           if err? then return errors.serverError res, "There was an error logging in with the specified"
           res.send(UserHandler.formatEntity(req, user))
           return res.end()
     else
       return errors.unauthorized res, "You must be an admin to enter espionage mode"
-      
+
   app.post('/auth/login', (req, res, next) ->
     authentication.authenticate('local', (err, user, info) ->
       return next(err) if err
@@ -87,11 +88,11 @@ module.exports.setup = (app) ->
     user.save((err) ->
       if err
         return @sendDatabaseError(res, err)
-  
+
       req.logIn(user, (err) ->
         if err
           return @sendDatabaseError(res, err)
-  
+
         if send
           return @sendSuccess(res, user)
         next() if next
@@ -110,7 +111,7 @@ module.exports.setup = (app) ->
     User.findOne({emailLower:req.body.email.toLowerCase()}).exec((err, user) ->
       if not user
         return errors.notFound(res, [{message:'not found.', property:'email'}])
-        
+
       user.set('passwordReset', Math.random().toString(36).slice(2,7).toUpperCase())
       user.save (err) =>
         return errors.serverError(res) if err
@@ -127,12 +128,22 @@ module.exports.setup = (app) ->
           return res.end()
     )
   )
-  
+
   app.get '/auth/unsubscribe', (req, res) ->
     email = req.query.email
     unless req.query.email
       return errors.badInput res, 'No email provided to unsubscribe.'
-      
+
+    if req.query.session
+      # Unsubscribe from just one session's notifications instead.
+      return LevelSession.findOne({_id: req.query.session}).exec (err, session) ->
+        return errors.serverError res, 'Could not unsubscribe: #{req.query.session}, #{req.query.email}: #{err}' if err
+        session.set 'unsubscribed', true
+        session.save (err) ->
+          return errors.serverError res, 'Database failure.' if err
+          res.send "Unsubscribed #{req.query.email} from CodeCombat emails for #{session.levelName} #{session.team} ladder updates. Sorry to see you go! <p><a href='/play/ladder/#{session.levelID}#my-matches'>Ladder preferences</a></p>"
+          res.end()
+
     User.findOne({emailLower:req.query.email.toLowerCase()}).exec (err, user) ->
       if not user
         return errors.notFound res, "No user found with email '#{req.query.email}'"
@@ -152,4 +163,4 @@ createMailOptions = (receiver, password) ->
     replyTo: config.mail.username
     subject: "[CodeCombat] Password Reset"
     text: "You can log into your account with: #{password}"
-#
\ No newline at end of file
+#
diff --git a/server/routes/db.coffee b/server/routes/db.coffee
index 8bf2ef7eb..fec290cfa 100644
--- a/server/routes/db.coffee
+++ b/server/routes/db.coffee
@@ -11,7 +11,7 @@ module.exports.setup = (app) ->
     parts = module.split('/')
     module = parts[0]
     return getSchema(req, res, module) if parts[1] is 'schema'
-    return errors.unauthorized(res, 'Must have an identity to do anything with the db.') unless req.user
+    return errors.unauthorized(res, 'Must have an identity to do anything with the db. Do you have cookies enabled?') unless req.user
 
     try
       moduleName = module.replace '.', '_'
diff --git a/server/routes/file.coffee b/server/routes/file.coffee
index ce9f4ca7c..7a16c3709 100644
--- a/server/routes/file.coffee
+++ b/server/routes/file.coffee
@@ -13,6 +13,7 @@ module.exports.setup = (app) ->
 
 fileGet = (req, res) ->
   path = req.path[6..]
+  path = decodeURI path
   isFolder = false
   try
     objectId = mongoose.Types.ObjectId(path)
diff --git a/server/routes/mail.coffee b/server/routes/mail.coffee
index d5306e16a..5a46a9006 100644
--- a/server/routes/mail.coffee
+++ b/server/routes/mail.coffee
@@ -4,37 +4,174 @@ User = require '../users/User.coffee'
 errors = require '../commons/errors'
 #request = require 'request'
 config = require '../../server_config'
+LevelSession = require '../levels/sessions/LevelSession.coffee'
+Level = require '../levels/Level.coffee'
+log = require 'winston'
+sendwithus = require '../sendwithus'
 
 #badLog = (text) ->
 #  console.log text
 #  request.post 'http://requestb.in/1brdpaz1', { form: {log: text} }
-  
+
 module.exports.setup = (app) ->
-  app.all config.mail.mailchimpWebhook, (req, res) ->
-    post = req.body
-#    badLog("Got post data: #{JSON.stringify(post, null, '\t')}")
-    
-    unless post.type in ['unsubscribe', 'profile']
-      res.send 'Bad post type'
-      return res.end()
+  app.all config.mail.mailchimpWebhook, handleMailchimpWebHook
+  app.get '/mail/cron/ladder-update', handleLadderUpdate
 
-    unless post.data.email
-      res.send 'No email provided'
-      return res.end()
+getAllLadderScores = (next) ->
+  query = Level.find({type: 'ladder'})
+    .select('levelID')
+    .lean()
+  query.exec (err, levels) ->
+    if err
+      log.error "Couldn't fetch ladder levels. Error: ", err
+      return next []
+    for level in levels
+      for team in ['humans', 'ogres']
+        'I ... am not doing this.'
 
-    query = {'mailChimp.leid':post.data.web_id}
-    User.findOne query, (err, user) ->
+handleLadderUpdate = (req, res) ->
+  log.info("Going to see about sending ladder update emails.")
+  res.send('Great work, Captain Cron! I can take it from here.')
+  res.end()
+  # TODO: somehow fetch the histograms
+  emailDays = [1, 2, 4, 7, 30]
+  now = new Date()
+  getTimeFromDaysAgo = (daysAgo) ->
+    # 2 hours before the date
+    t = now - (86400 * daysAgo + 2 * 3600) * 1000
+  for daysAgo in emailDays
+    # Get every session that was submitted in a 5-minute window after the time.
+    startTime = getTimeFromDaysAgo daysAgo
+    endTime = startTime + 5 * 60 * 1000
+    #endTime = startTime + 1.5 * 60 * 60 * 1000  # Debugging: make sure there's something to send
+    findParameters = {submitted: true, submitDate: {$gt: new Date(startTime), $lte: new Date(endTime)}}
+    # TODO: think about putting screenshots in the email
+    selectString = "creator team levelName levelID totalScore matches submitted submitDate scoreHistory"
+    query = LevelSession.find(findParameters)
+      .select(selectString)
+      .lean()
+    do (daysAgo) ->
+      query.exec (err, results) ->
+        if err
+          log.error "Couldn't fetch ladder updates for #{findParameters}\nError: #{err}"
+          return errors.serverError res, "Ladder update email query failed: #{JSON.stringify(err)}"
+        log.info "Found #{results.length} ladder sessions to email updates about for #{daysAgo} day(s) ago."
+        sendLadderUpdateEmail result, daysAgo for result in results
+
+sendLadderUpdateEmail = (session, daysAgo) ->
+  User.findOne({_id: session.creator}).select("name email firstName lastName emailSubscriptions preferredLanguage").lean().exec (err, user) ->
+    if err
+      log.error "Couldn't find user for #{session.creator} from session #{session._id}"
+      return
+    unless user.email and ('notification' in user.emailSubscriptions) and not session.unsubscribed
+      log.info "Not sending email to #{user.email} #{user.name} because they only want emails about #{user.emailSubscriptions} - session unsubscribed: #{session.unsubscribed}"
+      return
+    unless session.levelName
+      log.info "Not sending email to #{user.email} #{user.name} because the session had no levelName in it."
+      return
+    name = if user.firstName and user.lastName then "#{user.firstName}" else user.name
+    name = "Wizard" if not name or name is "Anoner"
+
+    # Fetch the most recent defeat and victory, if there are any.
+    # (We could look at strongest/weakest, but we'd have to fetch everyone, or denormalize more.)
+    matches = _.filter session.matches, (match) -> match.date >= (new Date() - 86400 * 1000 * daysAgo)
+    defeats = _.filter matches, (match) -> match.metrics.rank is 1 and match.opponents[0].metrics.rank is 0
+    victories = _.filter matches, (match) -> match.metrics.rank is 0 and match.opponents[0].metrics.rank is 1
+    defeat = _.last defeats
+    victory = _.last victories
+
+    sendEmail = (defeatContext, victoryContext) ->
+      # TODO: do something with the preferredLanguage?
+      context =
+        email_id: sendwithus.templates.ladder_update_email
+        recipient:
+          address: user.email
+          #address: 'nick@codecombat.com'  # Debugging
+          name: name
+        email_data:
+          name: name
+          days_ago: daysAgo
+          wins: victories.length
+          losses: defeats.length
+          total_score: Math.round(session.totalScore * 100)
+          team: session.team
+          team_name: session.team[0].toUpperCase() + session.team.substr(1)
+          level_name: session.levelName
+          session_id: session._id
+          ladder_url: "http://codecombat.com/play/ladder/#{session.levelID}#my-matches"
+          score_history_graph_url: getScoreHistoryGraphURL session, daysAgo
+          defeat: defeatContext
+          victory: victoryContext
+      log.info "Sending ladder update email to #{context.recipient.address} with #{context.email_data.wins} wins and #{context.email_data.losses} since #{daysAgo} day(s) ago."
+      sendwithus.api.send context, (err, result) ->
+        log.error "Error sending ladder update email: #{err} with result #{result}" if err
+
+    urlForMatch = (match) ->
+      "http://codecombat.com/play/level/#{session.levelID}?team=#{session.team}&session=#{session._id}&opponent=#{match.opponents[0].sessionID}"
+
+    onFetchedDefeatedOpponent = (err, defeatedOpponent) ->
+      if err
+        log.error "Couldn't find defeateded opponent: #{err}"
+        defeatedOpponent = null
+      victoryContext = {opponent_name: defeatedOpponent?.name ? "Anoner", url: urlForMatch(victory)} if victory
+
+      onFetchedVictoriousOpponent = (err, victoriousOpponent) ->
+        if err
+          log.error "Couldn't find victorious opponent: #{err}"
+          victoriousOpponent = null
+        defeatContext = {opponent_name: victoriousOpponent?.name ? "Anoner", url: urlForMatch(defeat)} if defeat
+        sendEmail defeatContext, victoryContext
+
+      if defeat
+        User.findOne({_id: defeat.opponents[0].userID}).select("name").lean().exec onFetchedVictoriousOpponent
+      else
+        onFetchedVictoriousOpponent null, null
+
+    if victory
+      User.findOne({_id: victory.opponents[0].userID}).select("name").lean().exec onFetchedDefeatedOpponent
+    else
+      onFetchedDefeatedOpponent null, null
+
+getScoreHistoryGraphURL = (session, daysAgo) ->
+  # Totally duplicated in My Matches tab for now until we figure out what we're doing.
+  since = new Date() - 86400 * 1000 * daysAgo
+  scoreHistory = (s for s in session.scoreHistory ? [] when s[0] >= since)
+  return '' unless scoreHistory.length > 1
+  times = (s[0] for s in scoreHistory)
+  times = ((100 * (t - times[0]) / (times[times.length - 1] - times[0])).toFixed(1) for t in times)
+  scores = (s[1] for s in scoreHistory)
+  lowest = _.min scores
+  highest = _.max scores
+  scores = (Math.round(100 * (s - lowest) / (highest - lowest)) for s in scores)
+  currentScore = Math.round scoreHistory[scoreHistory.length - 1][1] * 100
+  chartData = times.join(',') + '|' + scores.join(',')
+  "https://chart.googleapis.com/chart?chs=600x75&cht=lxy&chtt=Score%3A+#{currentScore}&chts=222222,12,r&chf=a,s,000000FF&chls=2&chd=t:#{chartData}"
+
+handleMailchimpWebHook = (req, res) ->
+  post = req.body
+  #badLog("Got post data: #{JSON.stringify(post, null, '\t')}")
+
+  unless post.type in ['unsubscribe', 'profile']
+    res.send 'Bad post type'
+    return res.end()
+
+  unless post.data.email
+    res.send 'No email provided'
+    return res.end()
+
+  query = {'mailChimp.leid':post.data.web_id}
+  User.findOne query, (err, user) ->
+    return errors.serverError(res) if err
+    if not user
+      return errors.notFound(res)
+
+    handleProfileUpdate(user, post) if post.type is 'profile'
+    handleUnsubscribe(user) if post.type is 'unsubscribe'
+
+    user.updatedMailChimp = true # so as not to echo back to mailchimp
+    user.save (err) ->
       return errors.serverError(res) if err
-      if not user
-        return errors.notFound(res)
-
-      handleProfileUpdate(user, post) if post.type is 'profile'
-      handleUnsubscribe(user) if post.type is 'unsubscribe'
-
-      user.updatedMailChimp = true # so as not to echo back to mailchimp
-      user.save (err) ->
-        return errors.serverError(res) if err
-        res.end('Success')
+      res.end('Success')
 
 
 handleProfileUpdate = (user, post) ->
@@ -43,19 +180,19 @@ handleProfileUpdate = (user, post) ->
   otherSubscriptions = (g for g in user.get('emailSubscriptions') when not mail.MAILCHIMP_GROUP_MAP[g])
   groups = groups.concat otherSubscriptions
   user.set 'emailSubscriptions', groups
-  
+
   fname = post.data.merges.FNAME
   user.set('firstName', fname) if fname
 
   lname = post.data.merges.LNAME
   user.set('lastName', lname) if lname
-  
+
   user.set 'mailChimp.email', post.data.email
   user.set 'mailChimp.euid', post.data.id
-  
+
 #  badLog("Updating user object to: #{JSON.stringify(user.toObject(), null, '\t')}")
-    
+
 handleUnsubscribe = (user) ->
   user.set 'emailSubscriptions', []
 
-#  badLog("Unsubscribing user object to: #{JSON.stringify(user.toObject(), null, '\t')}") 
\ No newline at end of file
+#  badLog("Unsubscribing user object to: #{JSON.stringify(user.toObject(), null, '\t')}")
diff --git a/server/sendwithus.coffee b/server/sendwithus.coffee
index a9bb41bf4..659ce5ec8 100644
--- a/server/sendwithus.coffee
+++ b/server/sendwithus.coffee
@@ -10,4 +10,5 @@ module.exports.setupRoutes = (app) ->
 options = { DEBUG: not config.isProduction }
 module.exports.api = new sendwithusAPI swuAPIKey, options
 module.exports.templates =
-  welcome_email: 'utnGaBHuSU4Hmsi7qrAypU'
\ No newline at end of file
+  welcome_email: 'utnGaBHuSU4Hmsi7qrAypU'
+  ladder_update_email: 'JzaZxf39A4cKMxpPZUfWy4'
diff --git a/server/users/user_handler.coffee b/server/users/user_handler.coffee
index 465aae27f..87c414a55 100644
--- a/server/users/user_handler.coffee
+++ b/server/users/user_handler.coffee
@@ -114,11 +114,19 @@ UserHandler = class UserHandler extends Handler
     ids = ids.split(',') if _.isString ids
     ids = _.uniq ids
     
+    # TODO: Extend and repurpose this handler to return other public info about a user more flexibly,
+    #   say by a query parameter that lists public properties to return.
+    returnWizard = req.query.wizard or req.body.wizard
+    query = if returnWizard then {name:1, wizard:1} else {name:1}
+    
     makeFunc = (id) ->
       (callback) ->
-        User.findById(id, {name:1}).exec (err, document) ->
+        User.findById(id, query).exec (err, document) ->
           return done(err) if err
-          callback(null, document?.get('name') or '')
+          if document and returnWizard
+            callback(null, {name:document.get('name'), wizard:document.get('wizard') or {}})
+          else
+            callback(null, document?.get('name') or '')
           
     funcs = {}
     for id in ids
diff --git a/server/users/user_schema.coffee b/server/users/user_schema.coffee
index 7ae34c4af..d43a8d6b6 100644
--- a/server/users/user_schema.coffee
+++ b/server/users/user_schema.coffee
@@ -19,7 +19,7 @@ UserSchema = c.object {},
   music: {type: 'boolean', default: true}
   #autocastDelay, or more complex autocast options? I guess I'll see what I need when trying to hook up Scott's suggested autocast behavior
 
-  emailSubscriptions: c.array {uniqueItems: true, 'default': ['announcement']}, {'enum': emailSubscriptions}
+  emailSubscriptions: c.array {uniqueItems: true, 'default': ['announcement', 'notification']}, {'enum': emailSubscriptions}
 
   # server controlled
   permissions: c.array {'default': []}, c.shortString()
@@ -29,7 +29,7 @@ UserSchema = c.object {},
   mailChimp: {type: 'object'}
   hourOfCode: {type: 'boolean'}
   hourOfCodeComplete: {type: 'boolean'}
-  
+
   emailLower: c.shortString()
   nameLower: c.shortString()
   passwordHash: {type: 'string', maxLength: 256}
@@ -40,7 +40,7 @@ UserSchema = c.object {},
 
   #Internationalization stuff
   preferredLanguage: {type: 'string', default: 'en', 'enum': c.getLanguageCodeArray()}
-  
+
   signedCLA: c.date({title: 'Date Signed the CLA'})
   wizard: c.object {},
     colorConfig: c.object {additionalProperties: c.colorConfig()}
diff --git a/server_config.coffee b/server_config.coffee
new file mode 100644
index 000000000..b13bead19
--- /dev/null
+++ b/server_config.coffee
@@ -0,0 +1,49 @@
+config = {}
+
+config.unittest = process.argv.indexOf("--unittest") > -1
+
+config.port = process.env.COCO_PORT or process.env.COCO_NODE_PORT or 3000
+config.ssl_port = process.env.COCO_SSL_PORT or process.env.COCO_SSL_NODE_PORT or 3443
+
+config.mongo =
+  port: process.env.COCO_MONGO_PORT or 27017
+  host: process.env.COCO_MONGO_HOST or "localhost"
+  db: process.env.COCO_MONGO_DATABASE_NAME or "coco"
+  mongoose_replica_string: process.env.COCO_MONGO_MONGOOSE_REPLICA_STRING or ""
+
+if config.unittest
+  config.port += 1
+  config.ssl_port += 1
+  config.mongo.host = "localhost"
+else
+  config.mongo.username = process.env.COCO_MONGO_USERNAME or ""
+  config.mongo.password = process.env.COCO_MONGO_PASSWORD or ""
+
+config.mail =
+  service: process.env.COCO_MAIL_SERVICE_NAME or "Zoho"
+  username: process.env.COCO_MAIL_SERVICE_USERNAME or ""
+  password: process.env.COCO_MAIL_SERVICE_PASSWORD or ""
+  mailchimpAPIKey: process.env.COCO_MAILCHIMP_API_KEY or ""
+  mailchimpWebhook: process.env.COCO_MAILCHIMP_WEBHOOK or "/mail/webhook"
+  sendwithusAPIKey: process.env.COCO_SENDWITHUS_API_KEY or ""
+
+config.queue =
+  accessKeyId: process.env.COCO_AWS_ACCESS_KEY_ID or ""
+  secretAccessKey: process.env.COCO_AWS_SECRET_ACCESS_KEY or ""
+  region: "us-east-1"
+  simulationQueueName: "simulationQueue"
+
+config.mongoQueue =
+  queueDatabaseName: "coco_queue"
+
+config.salt = process.env.COCO_SALT or "pepper"
+config.cookie_secret = process.env.COCO_COOKIE_SECRET or "chips ahoy"
+
+config.isProduction = config.mongo.host isnt "localhost"
+
+if not config.unittest and  not config.isProduction
+  # change artificially slow down non-static requests for testing
+  config.slow_down = false
+
+
+module.exports = config
diff --git a/server_config.js b/server_config.js
deleted file mode 100644
index 880fcfd78..000000000
--- a/server_config.js
+++ /dev/null
@@ -1,52 +0,0 @@
-var config = {};
-
-config.unittest = process.argv.indexOf('--unittest') > -1;
-
-config.port = process.env.COCO_PORT || process.env.COCO_NODE_PORT || 3000;
-config.ssl_port = 
-  process.env.COCO_SSL_PORT || process.env.COCO_SSL_NODE_PORT || 3443;
-
-config.mongo = {};
-config.mongo.port = process.env.COCO_MONGO_PORT || 27017;
-config.mongo.host = process.env.COCO_MONGO_HOST || 'localhost';
-config.mongo.db = process.env.COCO_MONGO_DATABASE_NAME || 'coco';
-config.mongo.mongoose_replica_string = process.env.COCO_MONGO_MONGOOSE_REPLICA_STRING || '';
-
-if(config.unittest) {
-  config.port += 1;
-  config.ssl_port += 1;
-  config.mongo.host = 'localhost';
-}
-
-else {
-  config.mongo.username = process.env.COCO_MONGO_USERNAME || '';
-  config.mongo.password = process.env.COCO_MONGO_PASSWORD || '';
-}
-
-config.mail = {};
-config.mail.service = process.env.COCO_MAIL_SERVICE_NAME || "Zoho";
-config.mail.username = process.env.COCO_MAIL_SERVICE_USERNAME || "";
-config.mail.password = process.env.COCO_MAIL_SERVICE_PASSWORD || "";
-config.mail.mailchimpAPIKey = process.env.COCO_MAILCHIMP_API_KEY || '';
-config.mail.mailchimpWebhook = process.env.COCO_MAILCHIMP_WEBHOOK || '/mail/webhook';
-config.mail.sendwithusAPIKey = process.env.COCO_SENDWITHUS_API_KEY || '';
-
-config.queue = {};
-config.queue.accessKeyId = process.env.COCO_AWS_ACCESS_KEY_ID || '';
-config.queue.secretAccessKey = process.env.COCO_AWS_SECRET_ACCESS_KEY || '';
-config.queue.region = 'us-east-1';
-config.queue.simulationQueueName = "simulationQueue";
-config.mongoQueue = {};
-config.mongoQueue.queueDatabaseName = "coco_queue";
-
-config.salt = process.env.COCO_SALT || 'pepper';
-config.cookie_secret = process.env.COCO_COOKIE_SECRET || 'chips ahoy';
-
-config.isProduction = config.mongo.host != 'localhost';
-
-if(!config.unittest && !config.isProduction) {
-  // change artificially slow down non-static requests for testing
-  config.slow_down = false; 
-}
-
-module.exports = config;
diff --git a/server_setup.coffee b/server_setup.coffee
index 9f94da179..d15035c53 100644
--- a/server_setup.coffee
+++ b/server_setup.coffee
@@ -8,21 +8,37 @@ database = require './server/commons/database'
 baseRoute = require './server/routes/base'
 user = require './server/users/user_handler'
 logging = require './server/commons/logging'
-
 config = require './server_config'
 
 ###Middleware setup functions implementation###
-setupRequestTimeoutMiddleware = (app) ->
-  app.use (req, res, next) ->
-    req.setTimeout 15000, ->
-      console.log 'timed out!'
-      req.abort()
-      self.emit('pass',message)
-    next()
+# 2014-03-03: Try not using this and see if it's still a problem
+#setupRequestTimeoutMiddleware = (app) ->
+#  app.use (req, res, next) ->
+#    req.setTimeout 15000, ->
+#      console.log 'timed out!'
+#      req.abort()
+#      self.emit('pass',message)
+#    next()
+
+productionLogging = (tokens, req, res)->
+  status = res.statusCode
+  color = 32
+  if status >= 500 then color = 31
+  else if status >= 400 then color = 33
+  else if status >= 300 then color = 36
+  elapsed = (new Date()) - req._startTime
+  elapsedColor = if elapsed < 500 then 90 else 31
+  if (status isnt 200 and status isnt 304) or elapsed > 500
+    return "\x1b[90m#{req.method} #{req.originalUrl} \x1b[#{color}m#{res.statusCode} \x1b[#{elapsedColor}m#{elapsed}ms\x1b[0m"
+  null
 
 setupExpressMiddleware = (app) ->
-  setupRequestTimeoutMiddleware app
-  app.use(express.logger('dev'))
+  #setupRequestTimeoutMiddleware app
+  if config.isProduction
+    express.logger.format('prod', productionLogging)
+    app.use(express.logger('prod'))
+  else
+    app.use(express.logger('dev'))
   app.use(express.static(path.join(__dirname, 'public')))
   app.use(useragent.express())
 
@@ -31,6 +47,7 @@ setupExpressMiddleware = (app) ->
   app.use(express.bodyParser())
   app.use(express.methodOverride())
   app.use(express.cookieSession({secret:'defenestrate'}))
+  #app.use(express.compress()) if config.isProduction  # just let Cloudflare do it
 
 setupPassportMiddleware = (app) ->
   app.use(authentication.initialize())
@@ -99,6 +116,5 @@ exports.setExpressConfigurationOptions = (app) ->
   app.set('views', __dirname + '/app/views')
   app.set('view engine', 'jade')
   app.set('view options', { layout: false })
-
-
-
+  app.set('env', if config.isProduction then 'production' else 'development')
+  app.set('json spaces', 0)
diff --git a/vendor/scripts/idle.js b/vendor/scripts/idle.js
new file mode 100644
index 000000000..702c8ecd2
--- /dev/null
+++ b/vendor/scripts/idle.js
@@ -0,0 +1,126 @@
+// https://github.com/shawnmclean/Idle.js
+(function() {
+  "use strict";
+  var Idle;
+
+  Idle = {};
+
+  Idle = (function() {
+    Idle.isAway = false;
+
+    Idle.awayTimeout = 3000;
+
+    Idle.awayTimestamp = 0;
+
+    Idle.awayTimer = null;
+
+    Idle.onAway = null;
+
+    Idle.onAwayBack = null;
+
+    Idle.onVisible = null;
+
+    Idle.onHidden = null;
+
+    function Idle(options) {
+      var activeMethod, activity;
+
+      if (options) {
+        this.awayTimeout = parseInt(options.awayTimeout, 10);
+        this.onAway = options.onAway;
+        this.onAwayBack = options.onAwayBack;
+        this.onVisible = options.onVisible;
+        this.onHidden = options.onHidden;
+      }
+      activity = this;
+      activeMethod = function() {
+        return activity.onActive();
+      };
+      window.onclick = activeMethod;
+      window.onmousemove = activeMethod;
+      window.onmouseenter = activeMethod;
+      window.onkeydown = activeMethod;
+      window.onscroll = activeMethod;
+      window.onmousewheel = activeMethod;
+      document.addEventListener("visibilitychange", (function() {
+        return activity.handleVisibilityChange();
+      }), false);
+      document.addEventListener("webkitvisibilitychange", (function() {
+        return activity.handleVisibilityChange();
+      }), false);
+      document.addEventListener("msvisibilitychange", (function() {
+        return activity.handleVisibilityChange();
+      }), false);
+    }
+
+    Idle.prototype.onActive = function() {
+      this.awayTimestamp = new Date().getTime() + this.awayTimeout;
+      if (this.isAway) {
+        if (this.onAwayBack) {
+          this.onAwayBack();
+        }
+        this.start();
+      }
+      this.isAway = false;
+      return true;
+    };
+
+    Idle.prototype.start = function() {
+      var activity;
+
+      this.awayTimestamp = new Date().getTime() + this.awayTimeout;
+      if (this.awayTimer !== null) {
+        clearTimeout(this.awayTimer);
+      }
+      activity = this;
+      this.awayTimer = setTimeout((function() {
+        return activity.checkAway();
+      }), this.awayTimeout + 100);
+      return this;
+    };
+
+    Idle.prototype.setAwayTimeout = function(ms) {
+      this.awayTimeout = parseInt(ms, 10);
+      return this;
+    };
+
+    Idle.prototype.checkAway = function() {
+      var activity, t;
+
+      t = new Date().getTime();
+      if (t < this.awayTimestamp) {
+        this.isAway = false;
+        activity = this;
+        this.awayTimer = setTimeout((function() {
+          return activity.checkAway();
+        }), this.awayTimestamp - t + 100);
+        return;
+      }
+      if (this.awayTimer !== null) {
+        clearTimeout(this.awayTimer);
+      }
+      this.isAway = true;
+      if (this.onAway) {
+        return this.onAway();
+      }
+    };
+
+    Idle.prototype.handleVisibilityChange = function() {
+      if (document.hidden || document.msHidden || document.webkitHidden) {
+        if (this.onHidden) {
+          return this.onHidden();
+        }
+      } else {
+        if (this.onVisible) {
+          return this.onVisible();
+        }
+      }
+    };
+
+    return Idle;
+
+  })();
+
+  window.Idle = Idle;
+
+}).call(this);