chance of anyone repeating, and so it was unlikely anyone would ever encounter the bug. The other option was to publicly announce the problem and recall the game. This is what they did. According to Jones: Bungie recalled every shipped unit of the game, a decision which cost them $800,000 in expenses and fines from retailers for missing their release deadline. Meanwhile, Donohue called the Bungie factory in Atlanta and told the production managers to immediately stop printing copies of the game, and hold any shipments that hadn't already gone out, while Joost began calling the stores that were still awaiting shipments, telling them to refuse any orders that arrived. As the units that were in transit began to arrive back at the factory, each individual one had to be repackaged by hand. Joost explains: By December 30, v1.1 was on the way to stores. Bungie also issued a statement on their website telling players who had managed to get a copy of v1.0 to uninstall the game by manually dragging the game's folder to the recycle bin. They also made the v1.1 patch available for download. The gaming press lauded Bungie's handling of the situation, praising their decision to take the financial hit and recall the game. "Fear" and "Loathing" With the release of Soulblighter, Bungie included two programming tools called "Fear" and "Loathing", which allowed players to create new units and maps. Both The Fallen Lords and Soulblighter had been created using four tools developed by Bungie themselves; "Tag Editor" edited the constants stored in the cross-platform data files; "Extractor" handled the 2D sprites and the sequencing of their animations; "Loathing" acted as the map editor; and "Fear" dealt with the 3D polygonal models such as houses, pillars, and walls. Speaking of Fear and Loathing, The Fallen Lordss producer and programmer Jason Jones explains: "Loathing is basically the map editor for Myth. You import your map into it, you change the heights, and you place your units on the map in Loathing. Fear takes care of all the models; it is used to import the 3D rendered models into Myth". Loathing was specifically built around the Myth engine and allowed the team to modify the 3D landscape, apply lighting, determine terrain type, script the AI, and position structures, scenery, and enemies. The 3D models were then imported into the game using Fear. Bungie themselves strongly encouraged the creativity