Alrighty then, let's see what I have to say about this vid

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~The lower-left slot of the main inventory (to the left of where you put the chest in Halk's inventory right at the beginning of the video) is actually a slot - the little outline icon is just a backpack, to show you that that area is, well, the backpack. Just like the purse and quiver have appropriate icons in one each of their slots, and each of the body slots has one too (helm, boots, etc).
~Lol you figuring out how to select people's names

. I think I mentioned it somewhere in the rambling deluge that was my first feedback post, but this is how you change the party leader - it's that person's hand which is represented by the mouse cursor so if you pick stuff up and chuck it in the main window (as opposed to using a "Throw" or "Shoot" attack on those who have it), it's that person who'll be gaining the Ninja exp. Also that's whose inventory you will go to with you right-click, but it looks like that was the part you figured out

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~Still relying on torches I see

. And Halk and Stamm still have no mana...but I suppose you don't
have to get them to ever cast spells, if you want to rely on just the other two doing it. I manage quite well with just two casters, after all (as I only play with two characters)

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~The effect of shields is negligible so if you ever find something you'd prefer Stamm to carry in his off-hand, don't feel bad about replacing it

. I personally never bother with shields and both my characters just keep an empty flask in their off-hands so I can cast potions any time I like (I only cast them when I need them and don't store spares, so I only ever use two flasks throughout the entire game).
~You can't dual-wield in this, so the sword in Halk's off-hand and the shuriken in Leyla's are doing nothing. In Leyla's case, keep spare throwing weapons (includes stuff like daggers and rocks) and ammo in the quiver so they auto-equip when you throw one. EDIT (after watching more of the video) - Okay, never mind that last part, I see you remembered later

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~Can I tell you what the Magic Box is for? Yep - when you use it, it freezes every creature in the dungeon (except your party

) for a short time. You can also get green ones which last longer. They can be useful if you're fighting something which hits really hard - you can freeze it so it just stands there like an idiot while you whack away at it

. I don't recall the exact duration of the effect (I never use them) but it's not like, two minutes or anything silly like that - maybe it's ten seconds or something? I don't know. There is also another item later on with the "Freeze Time" effect which does exactly the same thing (again, not sure on duration). That one has multiple charges, while Magic Boxes are single-use and disappear on activation.
~You missed a little secret bit at the beginning of Level Three -
A few steps along the corridor from the stairs, on the left-hand wall (if you have your back to the stairs), there is a switch. Press it and a nearby wall will open.
There's only one item in there, as far as I recall, and I don't know whether you'll find it useful, but I thought I might as well mention it

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~Ahh, the ol shut-'em-in-the-door trick. An old favourite of all of us, I'm sure

. Yeah you lsoe out any exp you'dve got for killing them yourself, but it's
fun to shut stuff in the door and watch it frantically run away

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~The Rock Monster...Omg noooo backing up into a dead end whyyyyy :O. I think I agree with your "doomed" statement...d'oh!
Right, let me answer your questions from the end of the video...
~How do you heal?
Two ways. Well, technically, three. First - wait. Takes ages. Second - sleep. Same as waiting except it's faster because all you're doing is speeding time up (so Food/Water bars wear out faster), and you can't see anything. Third - Make healing potions. I'm pretty sure the scroll which tells you how to do this is on Level Two somewhere, along with a flask or two, but since it seems you missed it, the recipe is
Vi, the rune with the two wavy lines, second rune in the line after you've selected a Power Rune for the spell. The caster must be holding a flask in one hand (doesn't matter which) when you actually cast the spell
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~What would I have done differently?
I presume you mean versus that Rock Monster. My tactic? The step-dance. Very simple and works really well with any creature in the game which doesn't move too fast. Works a little less well with those who don't have different facing (like teh Rock Monster - you can't tell which way it's facing), but then you just have to guess. Also only works if you have one creature (or one group of creatures - one square's worth I mean, all clumped together).
Right, here's what you do - train the creature over to a 2x2 space (there were a couple of those in your Rock Monster room, where you were chasing that last Blue Troll, but even if there hadn't been, there's always the big room outside). Then don't leave that 2x2 space until it's dead. Let it step toward you, then sidestep and turn to face it, and hit it a couple of times before it turns to face you (this is the part where you have to guess with faceless enemies). Then sidestep and turn again, preparing your next weapon attack/spell before the creature steps forward into the space you just left. When it does, hit it some more, then sidestep before it faces you. Repeat until it's dead

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That method is basically infallible as long as something else doesn't sneak up on you, because you can't manoeuvre two creatures (or two sets of creatures) like that at the same time. It can take a while, especially with something tough like a Rock Monster, but that's what it's for - to wear down these creatures which otherwise would kick your arse, and do so without getting hit

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One more thing about Rock Monsters...they can cause more than just straight damage. If this happens (you'll know if it does), you can use
a Cure Poison potion[/i], which is
made with the runes Vi Bro (Vi, as mentioned in the above spoiler about healing potions, is the two wavy lines, while Bro resembles two enfolding arms, or a square with two of the opposite corners cut off)
to sort it out

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Final advice - Get everyone to do the casting, not just Nabi. I
really think it's worth it unless you're deliberately challenging yourself. You have a full party of four, so imaging preparing four high-level Fireballs and then running into something and unleashing them all quickly, one after the other, BOOM BOOM BOOM BOOM

. Let Leyla cast some of the Light spells. Get both her and Nabi to start making potions. Equip Halk and Stamm with magic-granting items so they can practice until they get some Wizard/Priest levels and have their own mana - mana-granting items include the
Staff, Wand, Teowand, Moonstone,
and several others I've forgotten, but those are ones you can find early on. You only need to equip them while the user is practicing magic, and then can swap back if you're done practicing for now. Once they've got some skill levels they'll gain mana and you can eventually just ditch the mana-granting thing (or pass it onto the next person).
Out of curiosity, what skill levels does everyone have? You Resurrected everyone, so they'll already have some skill levels in stuff, but did anyone gain anything during the "lost footage" of Level Two? It's a good idea to have everyone practice everything, even if they don't pour heavily into everything - Nabi and Leyla don't need to be masters of hacking stuff to bits, but they should still get in some practice so they don't get one-shotted by stuff later. Similarly, Halk and Stamm could do with some mana...and also Wisdom and Anti-Magic or whatever stats it is you get from gaining Wizzy and Priest levels

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Final final advice - don't back away into corners when faced with strange creatures. If you need to, turn and run back the way you came, closing a door behind you if you find one and feel safer behind it. That'll work just fine for now

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