And mastered, letting me give more detailed feedback.
Brains: This has some very neat uses of brain pathmapping, mostly turning it on and off and setting up paths to follow, with some neat constant room template variations. I'm still not sure how exactly I solved a couple of the rooms; these pathmaps can be tricky to the point of losing a little fun appeal.
Aumtlich: Very creative use of aumtlichs, with interesting combinations of elements. Nicely lynchpin-based: many of the rooms were completely opaque until I realized what needed to be done, at which point it all fell into place.
Stalwarts and Guards: I never truly appreciated just how dumb Stalwarts were until I played this level. Otherwise, see comments for Aumtlich.
Briars: Some neat maze-style rooms, but I don't feel as though this level breaks as much ground as the others. Nonetheless, fun.
Shape Shifting: See above. This level rawks! A number of rooms have multiple possible solutions, but I'd class this as added value via challenges rather than a flaw of architecture.
Grid: A very neat idea using a swordless Beethro, albeit more as a demonstation of architecture skill than as a maze per se. Be forewarned that you'll miss the satisfaction of clearing the rooms after navigating them, but it's still fun.
All in all, a very creative hold, difficult but completely fair, and essential for anyone of at least moderate skill to play.
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