Old business first:
First floor: 1N Unfortunately while this fixes the first backtracking issue it creates another. You could theoretically exit to the north, east, and west with the room uncleared now and lock yourself out of 1N. Having a 1 way path to get back into the center of the room from the north, east, and west should fix this. You might be able to find a better solution though, that's just the first thing that comes to mind.
Third floor: the entrance Looks fixed.
I didn't get a chance to go back and check anything else in the first four floors yet. So on to new business. I definitely agree with you about the Tower Roof. It was my favorite level of the lot I think (though the third level is a close second). Some really neat puzzles here. For the most part this level feels like it's at a higher difficulty level than the rest of the hold. That's fine though since it is the last level. there were also a couple of easier rooms mixed in. Super fun level to end on though!
"Fifth floor"
The entrance: This has the same exploit for re-arming that the previous floor's entrance did. Same fix as before should fix it. This room could also use some checkpoints. Two demos are included in the attachment.
1W: There's a trivial solution in which you just use the decoys to stab the roaches. I've included a demo of this solution as well as the intended one. There are a few ways you could go about preventing this. Probably the easiest is to have the briar open a door that leads to a third roach or a conquer token in the area with the roaches (in addition to the doors it already opens I mean).
1N:,
1N1E Decent brained horde rooms. They felt very frantic but never overwhelming or painful to execute. Secret version was harder of course, but still in line with the difficulty of the hold.
1E: Fun room. It needs some checkpoints though. The weapon token on top of the force arrow at (15,5) is a little hard to read. Maybe consider replacing the arrow with a trapdoor for readability.
1S: Nice room. I have no real comments about it.
"Tower roof"
The Entrance: Wow, this level started with a bang! This room is definitely trickier than most of what has preceded it in the hold. It took me a while to get an arrangement that works. Thankfully the level's open format makes it so that having difficult entrance room isn't too off-putting. Checkpoints would definitely be welcome here. I also think that this is the first time that shallow water traversibility is set back to the default. That's fine though since it's consistent throughout the level.
1N1W: I feel like I was maybe supposed to use the eye for leverage but I didn't end up needing it.
1N1E: Heh, I fell for your trap on this one, thinking I'd be able to use the mirror to get past that row of three diagonal eyes to cross the top of the room. The other shoe dropped when I realized that I needed the mirror to get past the bomb at the end and had no way of getting it back! Nice room.
1W: and
1E: These two rooms felt surprisingly easy compared to the rest of this level. There's nothing wrong with having some easier rooms mixed in on a harder level to give the player a bit of a break though.
1E: should be interesting to optimize too.
1S1W: Nice room! This was probably my favorite on this level, also probably the hardest one. It took me a bit to parse exactly what needed to be done then a bit more to find an optimal decoy placement for getting it done. Super neat!
1S: Classic multi-push setup. I like that you kept this very simple too and didn't try to add all sorts of other requirements to the room. I think that fits in nicely with the overall difficulty you are aiming at. At the moment the multi-push isn't strictly enforced and I included a couple of demos showing different ways you can break this one (along with a demo of the intended solution.)
This one is going to be tricky to enforce, but there are some possibilities. You could extend the open door to fill up most of the area inside the rectangular walled in region. That would prevent the player from placing a mimic in there. If you go that rout make sure to get the conquer token too! Unfortunately that isn't very elegant and messes with the room aesthetics. It also calls attention to the patch of shallow water in a way that may be a bit too obvious. An alternate rout would be to use pre-placed mimics with sticks. This unfortunately gives the player less control over the move order and generally makes the execution less pleasant. A third option is to replace the conquer token with something Beethro only. Or possibly put tunnels in front of the things that Beethro needs to get to. There are other options too, but you may have to play around with this one for a bit.
1S1E: This is a fairly common room variety where stepping on a pressure plate releases monsters around you. It's a kind of room I don't particularly enjoy, but there definitely people who do so it's fine to have a room like this. It isn't all that bad though since the space of possible moves isn't huge for this one.
I have one more secret room to clear before getting to the post-mastery, but I should be able to get to those soon and give you another update with a full demo pack. Still having lots of fun with this one!
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