press TAB in test game mode will reveal which area is taking up all your performance. If many characters are being used to follow waypoints and the area is generally flat, one trick is to replace the INIT AP called appear1.fpi to PEOPLE\appearnofloorlogic.fpi which will switch the character to a faster form of wall collision detection allowing more characters to occupy a smaller area. Dynamic light slowdown is caused by the job of relighting every entity within their vicinity each cycle, and there can be 30 cycles per second. I realise there must be a cheatier (faster) way of doing this, so I will look at this for V1!
"We are the knights who say...eki eki eki fatang loopzoing, zanziga....ni"