Very nice work so far (I've gone completely through the old and new versions). There are only two rooms that stand out as particularly weak, 1N and 2S1W (1N2E involves a similar "
shuffle monsters before opening"
thing in a much tighter package... 2S1W only adds some basic goblin control).
The trick to 1N1W is definitely not something that should be overused... the scroll is a nice clue (and a dead give away to anyone who knows the related quirk). Of course, it is also introduced earlier in the level. I've seen some levels that are very sensitive to it and are a bit random as a result. However, I do like the way 1N1W makes very clean use of it... the orthogonal tiles are certainly a nice touch to help keep things clean and not chaotic.
About 1S1E, is the outer ring of roaches supposed to be trivial:
Click here to view the secret text
×As they are if you come onto the level of the north edge, right above the vertical wall, with your sword facing south?
I still don't understand what the decoy potion is doing in 1E... I figure it's just there so you can kill the mimic afterwards (it you want to go south without worrying about the fuses).
About 1S2E:
Click here to view the secret text
×At first I thought I'd hit an unintended solution and that I was supposed to have used the golem to block the goblin. But then I noticed the tunnels under the force arrows, which will pretty much stop anyone from attempting that. So I'm assuming that the entire puzzle is just to lure the golem out and then run the goblin down the corridor at sword point, trick it into the notch, and kill it.
Overall, some very nice "
simple"
puzzles... but only truly simple if you've run across the specific quirks involved before. Otherwise, this hold will be quite a learning experience (and certainly a worthwhile one).