@pieuw: Yes, I enjoy it very much. The entire first rank was a pleasure to play (maybe except the final level). Just like the previous pack I played, the puzzle are great and the visuals are very convincing. The pack is also pretty demanding even in the first quarter. So here is the second rank.
Spoiler
Proficio
1 - A Good Lem is a Dead One
Harder than it looks. To my surprise, I had to use all of the bombers here. The penultimate one was especially tricky as it doesn't look necessary there. But it is, as without it, the crowd won't step up and the builder can't cross the abyss without losses. Nice level!
2 - Maintenance Staff on the Loose
Interesting level which I backrouted most likely. I haven't been able to bring the non-climber up, so I simply solved it through the left side.
3 - The Wall
Hard level for me. Due to the title, I was so committed to the three-bridges wall here that I overlooked the real solution for a very long time. I don't think it's possibly to solve the level the way I initially tried to as this would require two pioneers at the right side. Which can't be accomplished with the provided number of builders. Also, I don't know if the timer is really needed here.
4 - Swim Swam Swoop
Despite the very reduced skillset, a tricky level which took me a while to figure out. The solution is pretty well-hidden.
5 - Fire & Blood
Relatively easy level. Beginning can be tricky though as one tends to overestimate the time the builder needs to close the first gap. This gap can easily be sealed off while the crowd is busy.
6 - Low Tide
Back to hard, again. I had a suspicion that it would be something like this - but it took me way too much time to see that I had to bash from right to left instead from left to right. Good level!
7 - Second-Hand Wonderland
Beautiful-looking non-builder level which is not too hard. I love these rings hanging from the ceiling as well as these little corridors the Lemmings have to squeeze through. And the use of the metal in this level is great, too - it fits perfetly into the landscape. Awesome!
8 - Snowpiercer
Trick-based level and not among my favourites. It's too difficult to execute for my taste though not particularly hard to solve. At least in the head. But maybe that's because I've already seen a bunch of levels like this one before.
9 - From A to B and Nack Again
A hard nut to crack at first due to the lack of bashers, but that's because I didn't see that it's indeed possible to bash through the big block by only using one. After that, it was pretty easy.
10 - Ancient Astronauts
Nice level with three Lemmings. Trickest part was the beginning, making sure that one Lemmings returns. However, since the third Lemmings doesn't die, I would have preferred a third climber to save them all - which would be more elegant, in my opinion.
11 - Attack of the Big Root Thingies
Not a hard level, but I somehow overlooked the branch above the exit which allows a pioneer to pass it without using a builder. So the crowd can be saved from this side. Crossing the "water"- in the middle was a bit tricky as well. I failed building from the left side only as the crowd always showed up too early. So I finally did it from both directions.
12 - Paved With Good Intentions
Great basher-puzzle and one of my favourite levels of the rank so far. Very elegant solution! Saving this extra Lemming as there are three blockers, but ony two Lemmings may die, is the cherry on the cake.
13 - Land of Confusion
Nice visuals here. Didn't even realize the tileset by looking at the title-screen only. The level itself is pretty easy as it's all about how to delay the second Lemming. He must be delayed twice - the second time is not so easy to see.
14 - Latecomers
I was on the wrong track here as I dug from right to left and bashed through the pillar to the left at the bottom. But this didn't work out since the Release Rate can't be increased. So I tried something different - don't know if it's intended as there are several diggers left.
15 - Blood & Fire
Repeat of Proficio 5 with the entrance and exit swapped. I found this one way harder. It was a typical example of being too fixed on a certain approach, which made me blind for the real solution. I thought I got the starting area right, but I didn't - and so the rest of the level wasn't possible as well. I stumbled across the solution when I started to save a builder somewhere. Still think the steel plate beneath the starting platform is too hard to see.
16 - High Tide
Sequel of Proficio 6 and harder than that. Especially the beginning is pretty mean. At first, the pioneer has to have a head start to complete the bridges before the crowd arrives. After that, the pioneer must not be ahead anymore, because of the trap. That's tricky to balance. The final part is quite simple, though.
17 - Bad Reflection
Easier than the previous two, but a bit hackish. I simply trapped the crowd in the middle which wasn't easy to achieve because of the trap. So the pioneer had his peace and could build to the exit before I bombed the others free.
All my solutions can be found here: https://www.youtube.com/@Swerdis
1 - A Good Lem is a Dead One
Harder than it looks. To my surprise, I had to use all of the bombers here. The penultimate one was especially tricky as it doesn't look necessary there. But it is, as without it, the crowd won't step up and the builder can't cross the abyss without losses. Nice level!
2 - Maintenance Staff on the Loose
Interesting level which I backrouted most likely. I haven't been able to bring the non-climber up, so I simply solved it through the left side.
3 - The Wall
Hard level for me. Due to the title, I was so committed to the three-bridges wall here that I overlooked the real solution for a very long time. I don't think it's possibly to solve the level the way I initially tried to as this would require two pioneers at the right side. Which can't be accomplished with the provided number of builders. Also, I don't know if the timer is really needed here.
4 - Swim Swam Swoop
Despite the very reduced skillset, a tricky level which took me a while to figure out. The solution is pretty well-hidden.
5 - Fire & Blood
Relatively easy level. Beginning can be tricky though as one tends to overestimate the time the builder needs to close the first gap. This gap can easily be sealed off while the crowd is busy.
6 - Low Tide
Back to hard, again. I had a suspicion that it would be something like this - but it took me way too much time to see that I had to bash from right to left instead from left to right. Good level!
7 - Second-Hand Wonderland
Beautiful-looking non-builder level which is not too hard. I love these rings hanging from the ceiling as well as these little corridors the Lemmings have to squeeze through. And the use of the metal in this level is great, too - it fits perfetly into the landscape. Awesome!
8 - Snowpiercer
Trick-based level and not among my favourites. It's too difficult to execute for my taste though not particularly hard to solve. At least in the head. But maybe that's because I've already seen a bunch of levels like this one before.
9 - From A to B and Nack Again
A hard nut to crack at first due to the lack of bashers, but that's because I didn't see that it's indeed possible to bash through the big block by only using one. After that, it was pretty easy.
10 - Ancient Astronauts
Nice level with three Lemmings. Trickest part was the beginning, making sure that one Lemmings returns. However, since the third Lemmings doesn't die, I would have preferred a third climber to save them all - which would be more elegant, in my opinion.
11 - Attack of the Big Root Thingies
Not a hard level, but I somehow overlooked the branch above the exit which allows a pioneer to pass it without using a builder. So the crowd can be saved from this side. Crossing the "water"- in the middle was a bit tricky as well. I failed building from the left side only as the crowd always showed up too early. So I finally did it from both directions.
12 - Paved With Good Intentions
Great basher-puzzle and one of my favourite levels of the rank so far. Very elegant solution! Saving this extra Lemming as there are three blockers, but ony two Lemmings may die, is the cherry on the cake.
13 - Land of Confusion
Nice visuals here. Didn't even realize the tileset by looking at the title-screen only. The level itself is pretty easy as it's all about how to delay the second Lemming. He must be delayed twice - the second time is not so easy to see.
14 - Latecomers
I was on the wrong track here as I dug from right to left and bashed through the pillar to the left at the bottom. But this didn't work out since the Release Rate can't be increased. So I tried something different - don't know if it's intended as there are several diggers left.
15 - Blood & Fire
Repeat of Proficio 5 with the entrance and exit swapped. I found this one way harder. It was a typical example of being too fixed on a certain approach, which made me blind for the real solution. I thought I got the starting area right, but I didn't - and so the rest of the level wasn't possible as well. I stumbled across the solution when I started to save a builder somewhere. Still think the steel plate beneath the starting platform is too hard to see.
16 - High Tide
Sequel of Proficio 6 and harder than that. Especially the beginning is pretty mean. At first, the pioneer has to have a head start to complete the bridges before the crowd arrives. After that, the pioneer must not be ahead anymore, because of the trap. That's tricky to balance. The final part is quite simple, though.
17 - Bad Reflection
Easier than the previous two, but a bit hackish. I simply trapped the crowd in the middle which wasn't easy to achieve because of the trap. So the pioneer had his peace and could build to the exit before I bombed the others free.
All my solutions can be found here: https://www.youtube.com/@Swerdis