Level X
p,10,11;p,10,7;b,4,7;b,4,11;b,1,9;c,1,4;m,1,11,90,1,crroll;m,5,9,180,2,uwwcdo;m,4,9,180,1,clllolwwwwww;m,13,11,90,1,crolwwcrroll;m,13,7,90,1,crolww;m,7,7,90,1,culord;m,7,11,90,1,culordcllorr;m,8,11,180,2,drrclluowwww;m,8,7,180,2,wwdrrclluoww;m,4,4,90,2,crrollwwwwww;m,4,3,270,1,wwwwcr1olwww;
I figured out the code :) semicolons seperste objects, the first letter is the type of object: (Manipulator-m, glyph_of_Binding-b, Glyph_of_transmutation-t, Glyph_of_Calcination-c, Glyph_of_Duplication-d, Glyph_of_Projection-p) first set of numbers are coordinates (from top right first is left to right, second is top to bottom, sits to the grid) on manipulators, the third number is degrees turned clockwise(0,90,180,270) the fourth number is number of times it is extended(1-3) and the last bit is the commands (right-r, left-l, retract-d, expand-u, rotate_held_object_clockwise-1, rotate_held_object_counter-clockwise-2, wait-w, repeat_after-j) I hope this is interesting if not helpful, put near top if gets too low!
Brimstone - with some almost colision
t,3,9;b,5,9;c,1,11;c,13,11;t,11,9;b,2,5;t,3,1;t,1,1;m,11,11,90,1,cllorr;m,3,11,90,1,crroll;m,9,9,180,2,odwwcu;m,1,9,0,3,oddcuu;m,13,9,180,3,oddcuu;m,9,7,90,1,cruodl;m,7,13,180,3,wwcrol;m,6,7,90,1,crolww;m,2,7,270,1,orclww;m,6,5,180,2,odlcru;m,2,3,90,1,crrror;m,4,7,0,3,owwlcr;m,8,5,90,1,clloll;