On your first level you have thousands of small objects (trees, trunks, shadows, plants, AttackReach sprites etc.), many of which have Chipmunk or Solid behaviors and are part of various collision checks.
There are ~70 thousands collision checks performed on every tick and these objects are responsible for about 90-95% of them.
You will never get good performance with this approach.
I would recommend using a single solid tilemap as a landscape collision map and disabling collisions for all those small objects.
To identify what is causing performance issues, you can delete objects one by one and see if it improves the CPU utilization and FPS in the Debug Mode. Do the same with events - disable groups of events and see if performance gets better.