Wow I feel stupid, sort of, for 7S3E. My first solution involved me using all of the space I had, but without killing the golems to aid in manipulation, which I now realize is the intended solution.
In my old (and apparently very difficult and overcomplicated solution, I had to
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×release the two goblins and use them to manipulate the mimic.
This is of course, impossible now that I have less space, but it was a pretty funny solution in light of the real one.
Also, I think you can make checkpoints work with the chill by having a fegundo in a closed off area. This is very worth doing, because no players will be used to being slowed, and it would help them actually manage to play.
A couple other points: For 3S1E, it may be worthwhile warning players about the exposed room edge. It looks like two orbs randomly appeared in 6E. What are they doing there? Also, the new fix to 3S2E prevents backtracking, I was suggesting still keeping the first green door that was built into the red gate. I also does not look like the checkpoint in 7S5E was moved.
Also, in 7S5E, I managed to get past the rattlesnake and do an interesting, likely unintended, solution.
Edit: In 8S6E I can place the decoy potion on the conquer token, solving the room without any effort. Also at the least put some checkpoints in the fegundo area, which should be useful for any players.
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If you need to think outside of the box, then you didn't build a good enough box.
[Last edited by blorx1 at 04-24-2013 04:59 AM]