After reviewing the two existing demos of the above room, I believe I have worked out a possible scripting solution that would preserve the demos. (Although it would probably warrant some kind of note because otherwise it's extremely opaque to the player.)
Here's how this could be done. Spoilered because I discuss some details of the solution, although they're minor ones.
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In order to complete the room, it is necessary to have the timeclone kill the decoy during recording, so that it breaks stealth while the main player does not.
This happens after the mimic pushes the decoy, for reasons I will not get into. However, it is impossible to leave the lower-left box until stealth is broken.
This can be simulated as follows:
-A character set to move before timeclones checks every tile in the lower-left box until it finds a decoy.
-If it does, attack that tile and generate a south-facing guard on it.
-Another character is set to move after timeclones, before anything else. This character checks the same space for a guard.
-If it finds a guard, attack the tile and generate a south-facing decoy on it.
Set both of these characters to repeat their scripts every turn.
The result of this is that if the timeclone tries to move into the tile with the decoy, there will be a guard there instead. So the timeclone kills the roach and breaks stealth. Using a guard also ensures the space with the sword is occupied, so there won't be any weirdness with the timeclone moving into it. The Attack Tile command will not trigger, since there is no guard to be found.
On any other turn, the guard is immediately replaced with a decoy and so the construct reacts to it.
If desired, since the decoy's position will be tracked every turn, it should be possible to have the first script check if the player has moved into the position it was in on the previous turn, and then simply set stealth to Off with a script command. This is not important to the room's solution, however.