Yay! New version.
This time I was able to get all the way up to Poxipon 4N4W before I got stuck (never ending cut scene). I'm going to comment just on things that were changed since I saw this hold last.
Gredgedon Mines - All my old demos survived.
Barrel Keep
1W - I see you reduced the golems to the minimum needed. This room this works well.
1S2W - This time my solution involved knotting the rattlesnakes in the places where the roaches shouldn't go.
1N - I know you didn't change this room, but my demo broke due to 3.2. I have no idea why. I resolved it, and it seemed the same as before.
Eastern World - Still works okay.
Flooded Crevasse
1N1E - Now I can't blow up the nest, but I still ended up solving it by switching to the clone every 10 turns. It seemed cleaner than letting a mess of waterskippers build up.
1W - My demo broke, but this room seems the same as before.
Tar Forest - All my old demos survived. The new filler room at 1W looks just right.
Eastern World - Now I'm back as Beethro and can continue.
Historical Hallways
2N - This has turned into a nice puzzle. I needed to use the mirror, the decoy, an eye, and the giant. The hot tile wasn't necessary.
2N1W - This puzzle is much less repetitive now.
3N - I saw this room for the first time. The trick was keeping Beethro all the way to the side.
Tormel
This is a new level for me. I didn't get to see it before because of the problem in Historical Hallways. I wasn't allowed into the mayor's house, but I did find the guide and went into the arcade with him. The game in Arcade 1E works well and I beat it! I didn't understand the point of the game at Arcade 1N. The stalwart killed the goblin and I was transported back to the main room of the arcade, where I was still a slayer (which is a problem). According to the information guy in the arcade, I will be able to return later in the hold and new games will be unlocked? In 1N1W, I had a tough time finding the correct square that would take me to the next level. It turns out it was on the bridge, but I had dropped the bridge and was standing on the raft in the wrong place. I was able to walk around the *outside* of the walls of Tormel.
Crumbling Sanctum
Entrance - The events here take place more smoothly.
2S - Thanks for taking out some of the seep, but oooops! The room is now impossible because the pressure plate doesn't open the mimic's door.
Roach Shelter - Still works fine.
Mellasten - All my old demos survived.
Pit Village - All my old demos survived.
Crater of the Dead
1N2W - This is now possible. The NW roach committed suicide. I used the decoy to lure the southern roach onto the force arrow, and I killed the queen with the mimic.
1N1W - This one is tough now. While Beethro doesn't have enough moves to stop the bad bomb from going off, the snake can just barely do it.
Mirror Mansion
This is a new level for me. It needs more checkpoints!
Entrance - I got the mirrors off the plates with plenty of time to spare.
1E - Tricky! I had to be careful to step on the fuse on the full turn.
1S1E - Trivial solution. Light the fuse with a decoy.
2E - Just the right timing was needed to avoid getting killed by the goblin.
1N1E - It took me forever to get this one right. It's a tough one.
1N - I got the rope. It would be nice to have some reassurance here that I am indeed supposed to take the rope back to crater of the dead. Once I was back there, it was obvious what to do.
Boiling Core - Still works the same as before.
Poxipon - Passing through the entrance works okay.
Poxiponal Dungeon
2S1W - This is now possible. I made two circuits of the room, and didn't need the second trapdoor.
Poxipon
4N4W - I've conquered the room (not sure I liked guessing the scripting here), but after the king dies, it gets stuck in a never ending cutscene.
I see in the editor that I should have been taken to Ocean Capture next. So, tomorrow, I'll start in Time Warp, go to Ocean Capture, and play from there.