If you are reading a review of part 5, you are probably already familiar with the series and know just how good it is.
So without spoiling the story, it may surprise you to learn that one of my favorite parts is the meeting with Morey. Too often adventures have an ‘everything always happens just in time' character to them. While this is mostly unavoidable when it comes to creating 'adventure', that is not really how life goes. In the real world, things don't always work out like you planned and the 'encounter' with Morey creates both that sense of 'this is a real place' and a hint that there will be a meeting with Morey at some future point ... dangling that bait gets the players hooked on the reality of the setting.
The second thing that I really liked was the way it creates 'tension' and 'excitement' without lots of die rolls. Nobody is shooting at you. It is not about trying to make a successful task roll to avoid death. As far as I can see, this adventure could be completed by a group of middle-school students (not as players but as the actual characters) since every task is fairly routine (physically speaking). It is the advice for the referee and the innate drama of the circumstance that makes this one of the most memorable adventures I have read in a long time.
Your Spacer Character could sit around a table in a Middle Earth Tavern, retelling this story to a group of Rangers, Knights and Wizards and they would be spellbound by the excitement of YOUR adventure. There was nothing 'second best' about any of this adventure. A well deserved 5 stars.