Rain interval went from 0.4s +- 0.25 to 0.2s +- 0.12, which measures 28 drops in 6 seconds instead of 13 and keeps about 24 bullets in the air at once. Three walkers are placed back in level 3, on the corridor at cells (10,11) and (17,11) and on the left ledge at (5,10); they only patrol and hurt on contact, since their firing was removed earlier.
Interval dropped from 1.0s +- 0.6 to 0.4s +- 0.25 (about 2.5 bullets per second instead of 1), which measured 13 drops in 6 seconds versus 6 before. bullet.gd gained stop_on_obstacle (default false): the probe raycast is disabled, so rain bullets fall straight through terrain and ropes and are only recycled by their lifetime or by dropping past despawn_y. Verified a bullet falling from y=190 goes through the floor at y=225 and despawns at y=340. Also picks up the editor changes: the rope tiles were removed from level 3 and a few nodes gained unique ids.
The tileset gained a second physics layer (collision_layer 2) and the rope tile (11,4) now carries its 18x6 polygon on that layer instead of layer 0, so it is invisible to anything that does not ask for layer 2. The player's mask stays 1 and the key copies it, so both fall straight through ropes; the bullet probe mask went from 1 to 3 so falling bullets are stopped by them. New bullet_rain prefab drops bullets at random x across the level on a jittered timer, sparse by default (1.0s +- 0.6s), and level 3 places one spanning the whole width. Level 3 has no lasers, and level 2's clear screen now leads into it.