Oh wait, now I remember why this happens. I was debugging this while trying to find a new exploit and discovered that this only happens because the
cast animation changes the
z coordinate, triggering the other fail condition for the traps to blow up—this explains the “occasional exploding” you have mentioned earlier, and this is also why I asked for a trick to skip this animation earlier in the Slack channel while delving into another possible exploit for this level.
So, in sum, the first frame exploit does work for all of my test cases, however it does not work for
cast in this level due to the fact that the
cast method has a side effect of increasing the hero’s
z during the animation which triggers an unrelated fail condition.