The Lemmings Have Grown Pack (156 levels) [Difficulty : Medium – Hard]

Started by David, November 18, 2020, 05:34:06 PM

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David

Thanks kaywhyn : for most of the levels, you found the solution intended. :thumbsup:

Spoiler
400 metres 1 : Perfect ! I do it a little differently (my replay attached).

400 metres 2 : Nice alternative solution.

400 metres 3 : Well done ! I will take a lot of skills away for the update. In fact, this level (like Running 12) was designed in the days of rising water, which made climbing much more difficult. :'(

400 metres 4 : Yes, this level is easier than you might think. ;)

400 metres 5 : Intended solution. Yes, this level is difficult : we must find a way to save the stopper.

400 metres 6 : Little backroute : I will add a hole and remove the digger, which normally isn't used in the intended solution. :o

400 metres 7 : There is a solution through the bottom, easier than the one you found. However, I will add an unlock button in the next update. :D

400 metres 8 : Ok !

400 metres 9 : I understand the button identification problem, but the trap has its mouth open, while the button has its mouth closed. I think this difference makes it easy to tell them apart, not to mention the CPM usage that most players use. :P

400 metres 10 : Well done !

400 metres 11 to 15 : Intended solution. Well done !

400 metres 16 : Indeed, the level is too easy : I will remove some skills in the next update. :lem-shocked:

400 metres 17 : Bravo ! I had fun creating a scary/horror-movie atmosphere with the rough sea, the fog and the lighthouse on. :scared: :evil: :devil: Thank you for your appreciations.

400 metres 18 : Intended solution. Well done !

400 metres 19 : Nice alternative solution. The main difficulty is knowing how to block lemmings at the start without using too many skills. But... it's also possible to climb between towers.

400 metres 20 : Intended solution. Yes, that's right, it looks a bit like POOR WEE CREATURES (from OL), a level that I found difficult at the time... :scared:

400 metres 21 and 22 : Intended solution. Well done !

400 metres 23 : Intended solution, or close. I don't know if it's possible to solve the level more easily. Ah ! I just fixed the "false steel" issue for the next update.

400 metres 24 : Intended solution. Well done ! The big fish are traps/fountains, but the small fish are block. IchoTolot had already pointed out this kind of confusion in my pack : you should know that I didn't know the rules or pratices before creating these levels, and besides, I didn't expect to "publish" them one day. From now on, if I have to share other levels/packs, I will be careful. :-\ :laugh:

400 metres 25 and 26 : Intended solution. Well done !

For the Marathon rank, some levels are quite difficult. Good luck ! ;)
My two level packs:
1) The Lemmings Have Grown [Medium-Hard]
2) DavidLems [Medium-Extreme]
And my youtube channel

kaywhyn

Marathon rank completed, and thus the entire pack is solved. My entire replay collection for the pack is attached ;) Honestly, the Marathon levels were kind of a middle ground for difficulty, as some I found quite easy, others hard. I was definitely worried when you said that some of them are quite hard, but some of the hardest ones weren't that bad.

Spoiler

Marathon 1 - Prince of Persia As mentioned before I think it's cool how you recreated a level from the game into a Lemmings level. I learned that it's Proxima's tileset, and hence it was approved to add some of your custom stuff to it. That's really interesting using retractable floor tiles as buttons here. Difficult level to start off the rank, but only because it's quite hard to tell how the lemmings will navigate through the terrain here. It's almost like this level plays out in 3D. Then again, this is the very first level that I have ever played in this tileset, meaning I'm not used to it. I'm sure it'll get better over time. That sharp teeth door trap is quite gory and took me by complete surprise.

Marathon 2 - Aqualand Harder than I thought it was going to be. Lots of things caught me off guard here. Some things here seem very precise. Knowing myself, my solution is fiddly and messy and there are easier solutions.

Marathon 3 - Le morpion piege Somewhat a harder repeat, just by the lower quantities of each skill. I ended up figuring out this one much faster than the original. Still a nice one, though.

Marathon 4 - Parcours-Puce Difficult one, especially with figuring out how to work with the two worker lemmings. Fortunately the platformers are very easy to figure out. I say the hardest part is figuring out how to isolate two worker lemmings and the section right after getting the button.

Marathon 5 - Porte close chez le Sheriff Difficult one as well. Navigating through the odd terrain is not easy at all. I kept trying things that would almost work but they ultimately don't. Great design, though.

Marathon 6 - Retour au XVe siecle For sure a harder repeat of Renaissance. It's all about using your builders/platformers wisely so that you can still get through the level. I figured out the right side quickly, using jumpers to get the button and back instead of using constructive skills. The jumpers to do so are a bit heavy on the precision, though. Perhaps you can relax the precision a bit? I probably could had made releasing the crowd easier had I mined more carefully at the start.

Marathon 7 - Une houleuse aventure Semi-worthless repeat, as I feel this has already been done before, since I think I might had played a version of this level requiring this before. I might be remembering wrong, though. It might also be possible to do it on the Taxing version of OL. The solution is quite obvious. The only hard part is digging and bashing far away enough to give the worker enough time to build up to the exit platform.

Marathon 8 - En apesanteur Difficult but a very nice one! :thumbsup: Certainly the most difficult was figuring out how to get the lemmings where they need to be so that they don't get trapped up at the top due to gliding and the updrafts. Turns out I kept doing things incorrectly with the right-most lemming. It's still a difficult one to figure out considering the extremely limited skillset.

Marathon 9 - Soleil d'hiver Breather level. The only hard part is timing the workers so that one of them can collect the bomber pickup. That's really cool using the Sun as a trap here :crylaugh: Really nice background.

Marathon 10 - Soucoupes violentes Difficult but excellent level! :thumbsup: Another favorite of mine. I figured out the building for the bottom lemming to shimmy across fairly quickly. The part that stumped me was the bottom being able to hoist himself up. Turns out I was a dummy as I kept using a digger to do so. A basher needs to be used instead, and hence simply needed to trade places with the digger and the basher.

Marathon 11 - Nuit cauchemardesque Breather level. I don't know what the figure is supposed to represent here. In general, I'm not a fan of the silhouette lemming sprites, as it makes it very difficult to tell how to assign skills. Even worse is how you cannot tell which ones are athletes because no color shift happens.

Marathon 12 - Miam miam ! Difficult one, although I kept trying messy things that wouldn't work, especially at the start with trying to save lemmings from falling into the chocolate water. Kept using a non-swimmer to bomb through walls instead of using when it's easier to use a swimmer instead. It's quite obvious that you need to go through the bottom, as there's absolutely no way to get higher at all. It's the execution that is difficult.

Marathon 13 - Le palais de la reine 11 Certainly a bit harder than some of the previous iterations. I have a climber leftover, so maybe a backroute?

Marathon 14 - Halloween O.o nicely done with the autumn night sky and changing leaf colors to represent the special occasion. Difficult one, although I certainly kept overthinking the solution here. Turns out you're not supposed to completely bridge the first gap the crowd gets to, as that can be used to dispose of the zombies. I'm guessing the extra tools are to simply help with the timing, as sometimes you might be too early and hence can delay with them for a bit.

Marathon 15 - Mission secrete au Sahara Somewhat difficult, although the only hard part is making a splatform for the crowd on the right side. Looks like the fall is fatal by a single pixel. I think that's really cool with how you can actually see the the teleporting and how it quickly goes up. However, the teleporter and receiver look identical here, so there should definitely be some kind of maybe verbal cue so that you know which is which. In most tilesets, designers use the words "in" and "out" for that.

Marathon 16 - Morts vs Vivants If I'm not mistaken, the level title translates as "Dead vs the Living"? Much harder repeat of the original, as this one took me quite a while. Not only is there less lemmings than the original, it seems the zombie distribution is more even here. The key is to take advantage of a gap between zombies that's much larger than the others. The timing here to squeeze in between is difficult, and the solution is quite timing heavy and fiddly.

Marathon 17 - Souk Another favorite of mine! :thumbsup: It's a difficult one only because it's not obvious where any skills go. I really like the solution, though. Mining in such a way that the lemming can climb back out after collecting the basher pickup, dropping a stoner on the other side to extend a basher, and cloning a climber/glider so that you can build to the pillar from the right side for him to climb up and glide to the platform above to get the last button. Well done ;)

Marathon 18 - Cyber-machin-truc Nicely designed level. Difficult one. Since this is another new custom tileset where I have never played any levels in, it's all about familiarizing oneself with the custom objects and tileset. I mistook the large red rectangular things for buttons when they're actually traps, similar to the airlock trap from the Space tileset.

Marathon 19 - L'amulette Huge builderfest, although it's somewhat of a breather due to how there's only 1 lemming to work with here. The level's still difficult, though. It's not obvious at all how many builders it takes to get up to the structure, since it's very high up and far from where you start. The structure in the level is nice, though.

Marathon 20 - Les 4 clefs d'Anubis Not a bad level by any means, but a really good example of a level that's frowned upon by most in this community due to hidden traps/pickups. I probably sounded more annoyed than I needed to be in my LP, but just to let you know I don't mind hidden stuff, as long as there is some kind of visual clue as to their locations. Of course, as I have pointed out before, I could had simply activated CPM to make my life much easier on this level, but as I generally prefer not to, this ended up being a treasure hunt. Now, there are some visual cues, but they can easily be mistaken for decoration or even that's a natural feature of the tiles/terrain. Also, you mixed up buttons here, where it has already been established that the ankhs are the buttons, but you also mixed it with a heart, again it could had easily been mistaken for decoration. I definitely don't understand why it suddenly appears at the top of the level after you reach it. Of course, the dead giveaway was when I bashed and it wasn't destroyed as I thought it would be.

Again, it's not a bad level, just could be made better by not having the hidden stuff or by making their locations more obvious.

Marathon 21 - Y en a qu'ont essaye... Breather level. Nothing too hard about this.

Marathon 22 - Vestiges mayas Difficult but a great one. I say the hardest part is figuring out how to get the basher pickup. Certainly the hardest part is figuring out how to use your builders wisely. In earlier attempts, I would had been several builders short. I was a dummy on the left side and unnecessarily wasted builders.

Marathon 23 - Le tombeau du Pharaon Another favorite of mine ;) The trick with bashing and using a nearby stoner to bridge the gap to keep the basher going is very clever. Beating the clock was satisfying here. Can be difficult, but it's not that bad at all. I kept trying to release the lemmings trapped at the bottom as early as possible when you can simply make them floaters at first and then make them climbers whenever the path is close to being ready.

Marathon 24 - La crypte Difficult one. Hardest parts were be to get to the button and back without wasting any skills, as well as getting up to the exit. Turns out I missed the trick of using a climber to bomb to get higher than you can normally achieve with builders alone.

Marathon 25 - Jeu de piste morbide Another difficult one but a very good one! :thumbsup: Another favorite of mine despite being a huge builderfest. I absolutely love the puzzle of figuring out the order of getting the pickups and figuring out which athlete skill to apply to which after cloning. It's almost like solving a level with two hatches, one which is a preassign swimmer and climber, the other just a climber. Certainly a lot of things can go wrong here if you're not careful, and I wasn't :crylaugh: It's definitely nowhere near the hardest level of the rank or of the pack, though. There are some Marathon levels and levels in other ranks far harder than this.

Marathon 26 - Le palais de la reine 12 Finally, to close off the rank and the level pack, the 12th and final iteration of a level that appears twice in each rank throughout the whole pack. As a result, it was very easy to expect this as the final level, since the pattern holds up throughout the entire pack. Certainly not the hardest level of the pack for the final level. Honestly, I was expecting a 1 minute time limit, since some of the previous iterations had a 1 minute time limit. I think this would had made it feel more of a final level kind of thing ;) The only hard part is timing the climbers and building in such a way so that you can catch the climbers after they make it past the builder first.   

Quote from: David on March 22, 2021, 05:48:54 PM
400 metres 23 : Ah ! I just fixed the "false steel" issue for the next update.

Oh yes, thanks for this, as I wanted to remind you in the feedback, but it's clear that you've already seen my LP. I found it super odd, especially since I haven't seen any case where the steel can be destroyed in New Formats NL.

Quote
Spoiler

400 metres 24 : Intended solution. Well done ! The big fish are traps/fountains, but the small fish are block. IchoTolot had already pointed out this kind of confusion in my pack : you should know that I didn't know the rules or pratices before creating these levels, and besides, I didn't expect to "publish" them one day. From now on, if I have to share other levels/packs, I will be careful. :-\ :laugh:

Ah, yes, good point! ;)



Overall, excellent work with the pack, especially with many of the designs! :thumbsup: It's very clear that you put in a lot of effort to make the levels very visually appealing, and you certainly have a very high taste in artistic quality. It was quite satisfying from start to finish figuring out all the various challenges throughout the pack, and I've enjoyed it a lot. I certainly had my moments of being a dummy on many of the levels, but ah those eureka moments on many hard levels were a great feeling. Of course, I think you have seen that I have solved not only a lot of level packs, but also some of the hardest difficult level packs, including United, Lemmings Plus Alpha, SEB Lems, and Lemmings Open Air.

Have fun fixing the backroutes, and I definitely look forward to more content from you if you decide to make more levels or another level pack :thumbsup: Keep up the great work.
https://www.youtube.com/channel/UCPMqwuqZ206rBWJrUC6wkrA - My YouTube channel and you can also find my playlists of Lemmings level packs that I have LPed
kaywhyn's blog: https://www.lemmingsforums.net/index.php?topic=5363.0

David

Thanks kaywhyn, I'm glad you liked this pack (though, I'm sorry to have exhausted you ! :laugh:), I really like following your reasoning in LP, I find you very patient and very talented, you know how to solve complicated problems quickly, even if, sometimes, you get stuck on "simple" problems ;P. Well done ! I'm appreciative ! :thumbsup:

My feedback on the Marathon rank :
Spoiler
Marathon 1 : Proxima created this tileset with the tiles from Prince of Persia. Having played this game a lot as a child, I myself wanted to create a level with this tileset, even if, I admit, it's difficult to find your way on these platforms in 3D. :P

Marathon 2 : Alternative solution. There is a slightly easier way to achieve this level (my replay attached).

Marathon 3 : Perfect ! There are plenty of possible paths ; you can solve this level without using all the skills.

Marathon 4 : Bravo ! You can do it more simply at the beginning by having a single worker to do it and, therefore, save more skills. ;P

Marathon 5 : Perfect ! Intended solution, although the stacker is not useful for accessing the button.

Marathon 6 : Little backroute : 2 builders removed in the next update. In fact, in the intended solution, you have to use another path. :lem-shocked:

Marathon 7 and 8 : Intended solution. Well done !

Marathon 9 : Good ! But initially, the intended solution use a glider and a floater. I removed one skill glider and one skill floater in the next update... I often tend to offer too many skills when creating levels. It's silly ! :forehead:

Marathon 10 : Bravo !

Marathon 11 : Backroute : I reworked this level for the next update. :forehead:

Marathon 12 : Well done, but the intended solution was easier, perhaps : it's possible to block the crowd (my replay attached).

Marathon 13 and 14 : Bravo ! Intended solution.

Marathon 15 : Nice alternative solution, simpler but riskier than the one intended. Regarding teleporters/receivers, I think I created the elevator before the existence of IN and OUT. :D

Marathon 16 : Bravo !

Marathon 17, 18 and 19 : Bravo ! Intended solution.

Marathon 20 : I understand the remarks/criticisms, but I like this level different from the others, although I know that this kind of fantasy must be exceptional. I also find it interesting to get players to think differently ! With the advice of IchoTolot, however, I simplified this level to prevent players who don't know Egyptian numbers from being too "confused": the 4 keys are visible and the blocks-symbols to be dug are indicated on both sides. other of the entrance, in order. :P
And I made custom buttons (specially for this level !) : when you pick up a key or the heart, it immediately appears in the reliquary above the exit. You must therefore "fill" the reliquary to unlock the exit, that is to say, find the 4 keys and the heart. Logical ! :laugh:

Marathon 21 : Well done !

Marathon 22 :  Nice alternative solution.

Marathon 23 : Perfect !

Marathon 24 : Nice alternative solution without using the glider (my replay attached).

Marathon 25 and 26 : Intended solution. Well done !

***

So, I decided to do a lot of small updates. It must be said that I have two bad habits :
1) When a skill is used a lot in a level, I very often round up to a higher number divisible by 5. For example, I will put 20 builders while the resolution of the level only requires 17. :forehead:
2) I often add unnecessary skills, but I realize that players use them to solve levels more easily (backroutes !). :-[

In this pack, the levels using OL's designs were created a long time ago ; therefore, some of this puzzles aren't very interesting ! Also, there're some levels that I had to transform because they used rising water and radiation/glaciation ; these changes weren't easy to make.

Here are the fixes made in the new update :
Spoiler
Morning walk 6 : steel and hole added.
Morning walk 9 : 2 builders removed.
Fast walk 5 : one builder removed.
Fast walk 10 : obstacle added to avoid "Dolly Dimple" trick.
Fast walk 22 : a hole added (to keep the same "design" as the level 400 meters 6).
Running 12 : some skills removed.
Running 16 : one basher removed.
Running 18 : the climber removed.
Running 23 : stoppers, one miner and one digger removed, one steel added.
100 metres 6 : one trap added.
100 metres 11 : one builder and one stoner removed.
100 metres 15 : time reduced to 1 minute.
100 metres 21 : one builder and 5 jumpers removed.
100 metres 24 : one pillar added.
400 metres 3 : 30 builders and 10 bashers removed.
400 metres 6 : the digger removed and hole added.
400 metres 7 : unlock button added.
400 metres 16 : some skills changed.
400 metres 23 : bug fixed (fake steel has become real steel).
Marathon 6 : 2 builders removed.
Marathon 9 : one floater and one glider removed.
Marathon 11 : some skills changed and owa right added.
Marathon 15 : the stoner removed, one stacker added.
Marathon 21 : 5 plateformers and one digger removed.
Marathon 22 : 3 builders removed.
Marathon 24 : 2 builders removed.
My two level packs:
1) The Lemmings Have Grown [Medium-Hard]
2) DavidLems [Medium-Extreme]
And my youtube channel

kaywhyn

Glad you enjoyed my LP of your pack, David! :thumbsup: I apologize for the extremely long lengths of many of the videos, though. I'm one of those people where I if I'm on a roll with solving several levels in a row, I generally keep the momentum going. However, this has the drawback in that I would be doing good on time, decide to tackle another, only to find that I'm on a level that manages to give me a hard time. Quite often, it's difficult to tell if a level is going to be difficult just based on the preview screen.

Also thank you for the replays. Indeed, your solutions on the 3 levels you attached are so much easier than mine :XD: Many of your levels may be small, but they're deceptively difficult for the most part. Plenty of them had me going, "I'm a skill short" :laugh:


Quote from: David on March 24, 2021, 08:59:33 PM
Thanks kaywhyn, I'm glad you liked this pack (though, I'm sorry to have exhausted you ! :laugh:), I really like following your reasoning in LP, I find you very patient and very talented, you know how to solve complicated problems quickly, even if, sometimes, you get stuck on "simple" problems ;P. Well done ! I'm appreciative ! :thumbsup:

Don't be, it's not your fault :P It's just that I've been playing so many difficult packs/levels lately and been recording a lot of LP videos of me solving that I generally burn myself out, when I've told myself that I could definitely take it slower on the uploading of videos and also take my time with going through a level pack. If anything, these levels were a good kind of challenging, and I love a good challenge with the many difficult levels in this pack ;)

Thanks for the compliments! :thumbsup: Indeed, you'll be amazed at how even the simplest of things can sometimes go over one's head and unnoticed for a while and when you finally do realize the linchpin that can help you solve a level, then as a solver you wonder why you didn't "see" it before/earlier. I was a dummy on so many of the levels here, but hey, there'll always be levels like that when one is solving :laugh: Again, I think the big reason why I was able to get through your pack is simply due to all the training/experience I've gained from playing and solving so many level packs, including some of the hardest ones currently available. I also like to think that I've always had this natural puzzle solving mentality, especially since I first played Lemmings when I was maybe around 6 or 7. 
https://www.youtube.com/channel/UCPMqwuqZ206rBWJrUC6wkrA - My YouTube channel and you can also find my playlists of Lemmings level packs that I have LPed
kaywhyn's blog: https://www.lemmingsforums.net/index.php?topic=5363.0

Swerdis

Don't know if David is still active in the forums, but since I'm playing through the pack right know, here are my comments.

First some generals remarks: I can honestly say that I hardly played through a pack that is visually as appealing as your pack is. "Art Lems" comes to mind, "Lemmings World Tour" has its moments as well, but "The lemmings have grown" definitely plays in the same league. I must confess that I always priorize  puzzle quality over visual quality - but it's never a bad thing when the latter is great, too. Having said this, the puzzles are really good as well. I say this with caution as I'm only at the beginning of the third rank so far. I like that you play the entire keyboard of possibilities. I often associate specific tricks with specific level-authors as they make use of these tricks frequently. At this point of time, I can't say that about you - because of the variety. It can be noticed, however, that your pack is pretty hard from the beginning. I'm not so sure how the difficulty-curve will develop, though. I felt that the second rank was slightly easier compared to the first one. The only thing I don't like is the absence of custom music and the presence of the standard rotation. I know I could simply download a custom music pack. But there's one rule I follow: I always play a pack with the intended music, that's a question of respect to the designer for me.

Now we go into detail:

Spoiler


Morning walk

1 - Demi-Tour
Not at all trivial for the first level of a pack. But as a level-solver with some experience it wasn't that hard for me.

2 - Banlieue in London
Probably the most difficult  level of the entire rank and therefore not positioned very well - unless you really planned to place a real obstacle this early in the pack. For a long time I thought I had to free the rightmost blocker with the blocker and save the other ones from this side. But it didn't work, among other things because it's much harder to turn a left-orientated builder directly into a miner compared to a Lemming that builds to the right. Don't understand me wrong: It IS a good level, but very hard for its position.

3 - Au pays d'Aladdin
Easy one. I only used three of the skills, so I don't know if that's really intended.

4 - Dans un salon bourgeois

I like the theme of this level. Harder than the one beforde, but nothing too bad. Didn't use the floaters here. Moreover, I have a special affinity for Two-Lemming-Levels and playing this level, I know why.

5 - Chimie de laboratoire

A demanding one. I like the use of the walker here which gives the pioneer a head start to bash thorugh the final obstacle.

6 - AU SECOURS !!!

A nice variation of "Come on over to my place" from the original Lemmings. I'm generally not the biggest fan of these rebuilds, but at least it was a good challenge. Took me a while.

7 -  DIABLE qu' il fait chaud !!!

Very easy level - the easiest so far. It's just about how to isolate one Lemming and giving him a head start.

8 - Iznogoud

Easy  as well. The trickiest part was to avoid the Zombie and get rid of him.

9 - Épopée cathare

I had my problems with this one. Until I realized that it's possible to mine at the place I did, without creating a hole unintentionally.

10 - Le blizzard

A very easly level as long as one is familiar with the trick that is key here: Cancelling a digger with a miner.

11 - Rien ne sert de courier...

Just a question of how to delay the second Lemming to build without accident over the gap and hurriying up because of the time-limit to reach the exit. Easy.

12 - Le grand plongeon

This is where the fun ends ;) A huge step in diffuculty, but a fantastic level as well. In my opionion this level is relatively backroute-free, the steps have to be done in the exact order - otherwise the player fails. It's a bit of an optical illusion as well since it seems unlikely that a glider can safely land on a bridge here. I'm really impressed with that one.

13 - Dans le palais de la reine 1

The palace of the queen - the first one of many. Probably the easiest of them all, but really a good puzzle!

14 - Bonds et rebonds

A very special level and one that is much harder than it looks. It's not just funny, mindless jumping from wall to wall since the jumpers are scarce. You need them all.

15 - Seuls sur la lune

Tricky one! Didn't realize for a long time, that the crowd can't pass the robot to the left - I thought it belonged to the background. And finally I made this level totally a matter of timing which wasn't really necessary. Took long time to make everything work.

16 - Mosaiques sur roche

Could cause problems probably. But I was on the right track here from the beginning, so this one was a quick solve.

17 - Soyons solidaires !

Kaywhyn was a bit harsh here with you. But as I understood he played this level with the exact same solution before. I didn't. So this visually familiar level felt fresh for me solution-wise. And wasn't trivial to figure out.

18 - Orpiment

Yellow is my favourite colour, so I like this level even because of that. I chose a pretty straightforward approach here which turned out to work. To release the crowd I had to mine down in front of the exit, though.

19 - Tapis roulant

I thought these treadmills here would cause me problems. But it wasn't the case, actually I breezed through this level once I found out how to trap the crowd.

20 - Bonshommes des neiges

A huge roadblock for me and a really ingenious level. The middle-entrance is the trickiest one. It's hard to find a way to delay the Lemmings to build the bridge in time. And it's tempting to use the first lemming from the right to let him climb and activate the button. Which must not be done!

21 - Le Saut

I've seen three different solutions here by Icho, Kaywhyn and myself. Just like Icho, I avoided the blocker which I consider a red herring.

22 - Sur les rocs et les monts

A welcome breather at the right point of time. Nothing special here, this is a very straight-forward level.

23 - Objectif Terre

Looks intimidating because of almost no terrain. But in the end, this one wasn't too bad. The final part was the hardest - to make sure that everybody is landing safe.

24 - Oasis

Looks easier than it is: It's clear that the pioneer has to rescue the crowd from the other side of the palm tree, but since no skills can be wasted here, this one wasn't a cakewalk.

25 - L'ile au tresor

Another roadblock. Kaywhyn warned me from playing the impossible version from an earlier version of the pack. But it was my own fault - I overlooked bombing through the plant beneath the exit for a long time.  Avoiding the Zombie in the end wasn't that hard.

26 - Dans le palais de la reine 2

Great version of this level. It's tempting to save the two Lemmings from the left hatch by building a bridge to the passage - but it doesn't work. You really have to think outside the box here.

All my solutions can be found here: https://www.youtube.com/@Swerdis




Swerdis

When I created my last post, I had already played through the next rank - so here is my assessment. As I stated, I found "Fast Walk" to be a tad easier compared to the first rank.

Spoiler


Fast walk

1 - Sonic

A bit of a platforming-fest. Not overly complicated, but also not trivial. How to turn around the Lemming in the end after he exits the teleporter is the trickiest part.

2 - A bonds saccades

One of my favourites from the rank. Looks easy, but it's definitely not. For a long time I tried to dig to the button from the top, but that didn't lead to anything good.

3 - Le desintegrateur de lemmings

Reminded me of a level from the Tame-rank of ONML. These tame-levels are a weak spot for me since they were so easy and therefore didn't get stuck in my head. Anyway, a very easy level.

4- La peste verte

That's also true with this one. Nice use of the fencer here who creates the path to the exit and frees the crowd at the same time.

5 - Le grand toboggan

Things are ramping up a bit here. It was quite tricky to trap everyone here so that no one gets lost and to ensure the the builder has enough time to cross the gap. As I used the basher during the first part, I had to use the miner-cancels-miner-trick in the end. Additionaly, I saved a builder.

6 - Morts-vivants

Back to the easier side. One Lemming sacrifices himself to build the stack to contain the zombies. Another one platforms over them. Perfect.

7 - Une jungle tranquille

Very, very demanding. The big question here is how to reach the button and still save this Lemming - which seems pretty impossible with the small number of terrain-removing skills. It's by no means obvious that he can walk up the tree - but he can. Totally different solution by Kaywhyn who went through the bottom-part.

8 - Une chaleureuse chaumière

Another favourite of mine. Took me quite some time and longer than I thought it would. It's pretty ingenious to place the blocker directly underneath the hatch and free him with a faller. Can't think of a different solution. Great level!

9 - En attendent quelqu'un

Easy one and a second-attempt-solve. Still a good level.

10- Nocturne au Lac Majeur

One of the most memorable levels from the rank form. It's visually nice, it plays my favourite tune and it's a good puzzle. Contrary to all the solutions I've seen I started with the five Lemmings at the right side. I even saved a bridge in the end.

11 - Une partie de morpion

Looks intimidating, but in fact, this one was one my quickest solves within the rank. It's actually about how to merge the Lemmings from the three hatches as efficient as possible.

12 - Uranus World !!!

Very easy. I saved so many skills here that I really think this must be backroute. Icho and Kaywhyn brought up very different solutions as well.

13 - Dans le palais de la reine 3

Next iteration of this level and a great one, too. However, I found this one a bit easier than the second one.

14 - 2 lemmings en desherence

For me, a new version of The Great Lemming Caper which is probably my favourite level from the Original game. Although NOTHING beats the (probably) intended version there, this one is a nice variation (which was easy to figure out).

15 - LEGO

Great visuals here. The level itself is not very complicated - as long as one is familiar with the miner/stacker-trick which is most likely needed here.

16 - Prions une main secourable !!!

A level totally based on the Dolly-dimple-trick. So if one know it, it's an easy one. Having said this, I learned the trick much later, since I solved Dolly dimple in a very different manner.

17 - Tour de maître

A repeat of the first level of this pack, this one looked much harder than it actually was. Kaywhyn solution was a bit different from mine - so it seems there's even room for variaton.

18 - Forêt Noire

Certainly a roadblock for me. These timing-based levels are not my biggest strength and therefore I tried a lot of things here which all didn't work. Finally I found a solution which is different from Icho's and Kaywhyn's.

19 - Toile d'araignée

Another repeat from the original game. Took me while. Hardest part was to ensure a safe landing - when I swapped the digger with the bomber it worked suddenly. Like that one.

20 - Un séjour en Enfer

Generally a bit of a breather. Two tricky parts here: The Dolly-Dimple-Trick in the beginning and the necessarity of bridge-stretching - otherwise the player is one bridge short.

21 - Le Roi des neiges

The solution might be a bit obvious, but this is still a favourite of mine. Precision is key here, especially with the building part. I saved on miner here.

22 - Randonée nordique

Probably the easiest level of the rank. I went through the bottom most of the time and therefore saved miner and digger.

23 - Sang de feu

Absolutely great! The placement of the builder-pick-up is devilish. It's a Red Herring, but it doesn't look like one since it's reachable. But if you do, there's no way back. My other problem was that I bashed too high at the bottom so I couldn't bridge the gap with the platformer.

24 - Par-dessus les toits

Repeat from the original game and probably my least favourite of them within this rank. Too much building and the way to go is pretty obvious. Easy level, though.

25 - Une prison marmoréenne

I thought I would have a hard time with this level, but it wasn't the case fortunately. The time-limit can be a big problem here and makes some ideas impossible that would otherwise work with the skillset given.

26 - Dans le palais de la reine 4

For my taste the hardest of the four iterations thus far. The use of the first basher is surprising as well as the fact that the upper exit is not the way to go. Good one!

All my solutions can be found here: https://www.youtube.com/@Swerdis

Swerdis

And we move on to the third rank.

Spoiler

Running

1 - L'Académie des 9

I normally don't like disjoint unions and here are even nine of them. This made the level a bit confusing at first, but since eight of the isolated Lemmings work (and sacrifice themselves) for a higher goal, it wasn't that bad. That level is a bit playing by itself since there are not my possibilities what to do next and therefore not many dead-ends.

2 - Acrobates

This one nearly brought me to the brink of desparation. I figured it out. Really, I thought, no I KNEW the solution, but it always failed because of one small detail. The digger had to stop at the steel plate, so there's absolutely no way to guarantee the Lemmings from the hatch a safe landing. So I was sure I had to play with the Release Rate to solve this level. But how long it took me to get it right - don't ask me...

3 - Dans un vaisseau spatial

Love this level. The positions of the steel plates make every simple solution impossible. Kaywhyn said that he had a hard time with this level for  - amongst other things -  he wasn't sure whether to clone the miner or the builder. I strangely didn't have this problem - since in cases of doubt, I always think of the miner first which brought me on the right track here. The rest fell into place right soon - so as much as I like this level, it wasn't a difficult one for me.

4 - La lac

Ridiculously easy one. Don't know what the gilder and floater are good for. Apart from the time-limit, there's no big challenge here.

5 - Espace en distorsion

Not very complicated as well. It's a bit try and error at first, but once you know where the teleporters go and which one must be used in the end, it's obvious how to use the five bridges.

6 - Un forage original

A nuke-solution came to my mind immediately - and a nuke-solution it was. When I started playing NeoLemmix, this level would have caused me major problems. But things improve over time...

7 - Les 3 foreurs

Wow, that's really a nice version of the Hero-Time-level. There's no leeway at all in positioning the first two diggers. That's normally a point of criticism, but here's it's specified by the layout of the original level. Nice work!

8- Planeurs à la dérive

Hard one. Tried to build the bridge from the bottom to the left as a splatform, but it failed by one step. Took me long time to see that the splatform must be built from a different spot.

9 - Les marche de l'invisible

Quite an easy one. Since I was a walker short during my first attempts, I decided to build a splatform with my surplus builder instead of using another blocker (which I wouldn't have to release). Icho solved it differently, though.

10 - Architecture de fantaisie

Again, an easy but very nice one. Since I was able to isolate a worker Lemming, I don't see the purpose of the two climbers, though. Maybe they are supposed to lead on the wrong path ;)

11 - Sur la banquise

One is tempted to immediately turn the first Lemming around (with building into the ground) to save these from the hatch as soon as possible. But in this case, the bridge will be missed in the end. Five losses are allowed for a reason here. Nice and not overly hard level.

12 - Scenario de film d'horreur

It's really horror, that level. With the reduction of the number of builders by the factor of ten, this one is WAY too hard for it's position and even for the rank. There's no good puzzle here, it's just about maxing out the NeoLemmix-mechanics to the extreme - with no leeway at all. Sorry, not a good level.

13 - Dans le palais de la reine 5

Can be tricky, but it's really just a matter of delaying the Lemmings from the left hatch and then finding the most efficient path to the exit.

14- Shinto

Love it! One of the best levels in the entire pack so far. Especially the way to get to the button is magnificient.

15- Les hieroglyphes mystérieuses

Is much harder than it looks actually. Trickiest part is to avoid having the Lemmings caught in a loop when the exit is open. Seems like there are several solutions here.

16- Le Pont des Soupirs

Had issues loading this level since a piece was missing. Kaywhyn helped me out of this situation. While this level looks beautiful indeed, the solution feels a bit hackish - as do the other solutions I've seen (they all are quite similar and vary only in details).

17- La Princesse au petit pois

Very nice and not too difficult one. It requires a bit timing to bring exactly two Lemmings into the pit. Also, I initially placed the digger to reach the cloner wrong - so that the cloned basher didn't stop later. Once I fixed this, I got the solution.

18- Hansel et Gretel

Tricky level and another one that seems to be adjusted by David. When I compared my solution to Icho's and Kaywhyn's I was surprised they had a climber available. That made both of their solutions pretty different. It's a good level. The only thing I don't like is the final bridge around the corner. That's because the blocker has to be placed in a way that he can later be freed and turned around by the two walkers without falling off the bridge. To accomplish that, the Lemming who is supposed to be the blocker has to arrive at an opportune moment. In case of the wrong point of time he will always either crash or the builder will build through the blocker. This was hard to manage.

19- La bibliothèque du chateau

A welcome breather after the level before. The only hard part was how to prevent the crowd from walking back to the entrance and thus, how to solve the level in time. Didn't really know that a Lemming could build a full bridge out of a 1-pixel-digger-hole. But yeah, it worked.

20 - Nuit d'etoiles

Another easy one, though it looks a bit intimidating at first. A lot of skills are not necessary, though.

21 - Luminaires

Just like Icho, I neither used the pick-up-skill nor went I through the one-way-wall. Still a different solution. I like the chandeliers here.

22 - Cache-cache

Not many problems here. Key is the climber here which is a Red-Herring-skill in my opinion and must not be assigned to any of the two Lemmings.

23 - La prison d'Andromède

The two blockers have been removed here which makes the level an extra challenge. It's one of the kind I'm not particularly good at, but with a bit of try and error it was doable.

24 - Dos crawle

Had a hard time with this one until I realized that it's possible to stop the Lemmings going right without the use of a blocker. From that point onwards the level was easy as I had figured out the rest of the solution before.

25 - Dos crawle

Very nice level! I was a such a dummy here since I overlooked the purpose of the climber and the glider completely. In fact, it's the only viable way to turn a Lemming around.

26 - Dans le palais de la reine 6

Not the hardest iteration of this level to finish off the rank. At this point of time, we know our Red-Herring-pick-ups. It's obvious that the additional builder is unreachable.


kaywhyn

@Swerdis

I'm just posting to let you know that Running 12 in its current form is possible. I wasn't even aware that the level was changed since the time I LPed the pack. Like you, I was nearly convinced it wasn't possible with just half the amount of builder pickups because I felt like I needed at least two extra builders, but no, it is solvable but just barely. At least in my solution, it requires a lot of precision. So, rest assured David didn't make a mistake for the level, though honestly I would provide a couple of extra builders, as they don't seem to break or cheese the level in any way.

Also I know you don't want any since you're that kind of solver like me, but I'll spoiler tag the hints just in case. They're major ones so proceed with caution.

Spoiler

Use 5 builders for the left side and only two builders to release the neutral. Also hit the left button first before doing the rest of the level.
https://www.youtube.com/channel/UCPMqwuqZ206rBWJrUC6wkrA - My YouTube channel and you can also find my playlists of Lemmings level packs that I have LPed
kaywhyn's blog: https://www.lemmingsforums.net/index.php?topic=5363.0

Swerdis

Thanks for your help. Still couldn't solve the level, but I skipped it for the moment. Next problem: I can't play Running 16 cause it seems like some pieces are missing. That's strange since I downloaded the "davidz styles" file before I started the pack. And I did it again, but it changed nothing. Some advice?

kaywhyn

@Swerdis

Hey Swerdis, no problem at all. Running 12 is quite a toughie now. Still not spoilery, but the spoiler tag simply tells you how many builders to use on both sides, so opening it will reveal the exact numbers, nothing else. Meaning, it doesn't say how it should be done. There's one more hint after that, but it relates to the buttons. For that one, it reveals specifically which one to go for first, but I think you managed to deduce which one it must be.

As for Running 16, check your PMs, I sent you the missing files.
https://www.youtube.com/channel/UCPMqwuqZ206rBWJrUC6wkrA - My YouTube channel and you can also find my playlists of Lemmings level packs that I have LPed
kaywhyn's blog: https://www.lemmingsforums.net/index.php?topic=5363.0

ericderkovits


Swerdis

Started the 4th rank today, so this will be completed over time.

Spoiler

100 metres

1 - Il neige...

Brilliant level in my opinion. I'm suprised that I didn't have many problems here. Solutions differ a bit though while Icho's probably the intended one. I also like the title in all its laconicism.

2 - Comme Tarzan...

Very easy level and a builderfest. The only tricky part is how to not run out of bashers, but even that is actually quite obvious.

3 - Peur pourpre

Another easy one. My solution is pretty much timing-based, but I think it has to be like this.

4 - Maison hantée

Deceivingly difficult level. None of the obvious ways work. Luckily I learned the bashing-trick early while solving "Cavern of Chills" in Lemmings Plus 1. Even with this knowledge it was tricky to find the appropriate distances between the Lemmings.

5 - Le parc d'attraction

Hard level. My solution is closer to Kaywhyn's than Icho's though not quite identical. I wonder if David adjusted the level a bit since in my case I found it impossible to mine out the upper neutral crowd directly - even with two bombers at the wall. I had to blow up the shimmier.

6 - Une escalade coopérative

Favourite of mine! After trying to brute-force this level (which didn't work) I eventually found the solution which is really elegant. A very well-thought level.

7 - Comme un poisson dans l'eau

Much easier than the previous three. I overlooked that they are preassigned swimmers at first, but once I realized that they only tricky part was to get the crowd out of the water.

8 - Renaissance

This is a classic worker-Lemming-level from a kind which is pretty rare nowadays. This was a bit irritating at first since I thought there must be more behind it - but it's actually not.  Because of the few terrain-removing-skills, this level is still not a cakewalk. It's clear that the upper route is the way to go here.

9 - Les temps modernes

These gears - or "tooth wheels" as we call them in German ;) - are somewhat of a pain here because of all these tiny gaps, but the provided skills are more than enough to construct a route to the exit. An open-ended level and also a bit of a breather.

10 - L' énigme des Pharaons

The solution here caught me a bit by surprise. I thought all of the gliders and floaters had to be used here. But eventually it dawned to me that especially the Floaters are without any purpose. Tricky level in my opinion.

11 - Chevauchée forestière

Another level that has been altered. I found this one hard, not so much the left, but the right side. Building up with only four builders (instead of five) was a real challenge.

12 - Salle de bal

Relatively easy, but a very, very nice level. Fortunately, I'm quite familiar with the main trick here. Biggest problem: I tried to solve the level from the wrong side at first.

13 - Dans le palais de la reine 7

To be honest, probably the easiest of all iterations of this level so far. Not much of a problem here.

14 - Stalactites

A breather as well. Using stacks is the only possibility to reach the narrow gap, I guess

15 - Petit Ponts

A huge time-cruncher. I almost did it without the swimmer, but couldn't make it on time this way. So I changed my strategy a bit, but it was still very close. Great level, though - especially since there's always action in different parts of the scenery.

16 - Sable chaud

Hard level. I tried to force a right-exit-solution, but it failed by one Lemming, no matter what I did. I must say the solution is pretty ingenious, but it took me long time to figure it out.

17 - Parcours accrobranche

Looks easier than it actually is. An extra-builder must be saved somewhere and I did this in the beginning by building over the gap and stopping the digger at the same time (with one bridge). Once I found that out, the rest was no problem anymore.

18 - Le Labyrinthe de Minos

Easy level. The trickiest part was to avoid the second climber to bump his head on the platform, so the first climber had to make an extra lap. And both still reached the exit in time though I got my apprehensions before...

19 - Le mur de briques

I thought I could send one of the climbers through the bottom, but I was wrong.  I thought both diggers had to be used at the middle block, but I was wrong, again. So it seems the proper use of the blocker is absolute key here which is hard to see and therefore makes this level a very difficult one.

20 - Double je

After some initial problems this one wasn't that bad. When I thought I had it I wasn't able to bring the climber down again - until I realized that I used the miner at the wrong place. So I swapped him with a digger.

21 - Un serpent siffle sur leur tête

I had my problems with this one. The number of jumpers has been reduced from 15 to 10, the builders from 3 to 2. There are several ways to go through the left side with the pioneer  - you can end up with 4 jumpers and no shimmiers left as well as with 2 shimmers and no jumpers. But I think at least 2 jumpers are necessary for the right side and I had to use a special trick there to make it with 2 builders only.

22 - Palais d'Orient

Much easier though a bit fiddly at times. Especially the needles trip. Also, the clone-builder must not turn around - otherwise the walkers run short.

23 - Le mot code

Easy one  - as long as one knows the key-trick here (which is one of my favourites).

24 - Blue Lagoon

Tricky one. This level does a good job in misleading the player. I thought I had to use the upper path, but it didn't work (I've seen later that Eric found a way to do it this way). Then I used a more straithforward approach. I ignored the climber-pickup as well.

25 - Boutons de rose

Huge time-cruncher. Key here is the use of the digger which makes the wall climbable for the swimmer. As well, one must not tempt to use the walker too early - i.e. to accelerate one Lemming at the top a bit. That skill should be preserved until the very end.

25 - Dans le palais de la reine 8

Nice iteration of this level, again. Not easy to figure out, that one.

Swerdis

Now that we crossed the finish line in what was the slowest 100 meters in my life, we just left the starting block of the 400-meter-race.

Spoiler

400 metres

1 - La fée Clochette

From a visual point of view, a very good-looking level. As a puzzle, I'm not so sure, though. This one felt very hackish. Still took me a while though the path was quite clear from the beginning.

2 - Au Royaume des joyaux

Looks a bit unspectacular at first, but is a very good level. I've seen several solutions here, but in my case the key was to let the pioneer turn around at the leftmost pillar first an THEN make him a climber. This saved a builder to make him stop climbing over this pillar and die - and this additional builder was necessary to build over the purple crystals from the left side (since one bridge is not enough there).

3 - Fuite d'eau

With only 20 builders and 10 bashers left, this level is significantly harder now and wasn't a cakewalk at all. In fact, I found it a real challenge to find a suitable path through all the pipes.

4 - Dare-dard

Not an easy one for me. I found it tricky to get rid of the zombies here. It's also kind of an open-ended level when I compare th solutions.

5 - Bienvenue au Parthénon

Ok, this one was a step up in difficulty. After some vain attempts I realized that the upper route for everyone is the only viable path. But then the biggest obstacle was to save the blocker. After having solved so many levels which made use of this trick, I wonder why I didn't see the solution earlier. For sure, a very decent level.

6 - Dans les steppes glacées

Basically an easy level which unfortunately includes elements I'm not particularly good at. Several solutions possible here. Having said this, it's not possible anymore to bash underneath the entire level since the gap in front of the final pile of snow is too deep now. I tried a basher-extension with a platformer there, but it didn't work.

7 - Compétences

Tricky one, especially since there is only one builder available which could be well used at two spots at least. Later I thought that the disarmer could be a red herring and I had to bash out the crowd - but I was wrong.

8 - Larmes de givre

A very easy level. Don't know if it's intended this way - if so, the basher is a red herring.

9 - Amor

Wow, that one looked intimidating at first. I had no idea how to bring a Lemming past the first gap - until it dawned on me. And then, everything fell into place somehow. Good level!

10 - L'arbre des songes

Breather level and a builderfest. I was surprised to hear the Awesome-music here for the first time in this pack. While I like this tune, I think it doesn't go very well with this tileset. The level before would have been a much better fit (just my opinion).

11 - Forêt psychédélique

This one resembles Fast walk 18 ("Forêt noir"), but I found it much easier. Almost a first-attempt-solve here. Nice visual design, though.

12 - Près du port d'Alexandrie

Easy one as long as the plays economically and doesn't waste the skills. I had six builders left in the end. There's a typo in the title.

13 - Dans le palais de la reine 9

A very easy version of this level. It's just about catching the climbers with a builder.

14 - Nougatine à gogo

One of the best from this rank so far. A very clever puzzle which forces the player to do all the steps in a particulate order. Probably backroute-proof and a fine example of great-level-making.

15 - Tic et Tac

Easy one though I was a bit stupid here in the beginning. Had my problems with the first obstacle until I realized that I wouldn't run out of miners when I use two of the three there. Nice visual design here!

16 - Temple au Tibet

Visually stunning, but the puzzle doesn't keep pace with it. It's mainly a builderfest with almost no leeway. The provided skills here have been altered significantly. There are two miners now, but no basher and fencer. Additionaly, the number of builders had been reduced from 20 to 12.

17 - Le phare

Another very easy, almost trivial level. But I must admit that it looks really fine. That's the tileset from Agony, the old Amiga game. You control an owl there - it's the same owl which flutters through this level.

18 - Mystère sous l'évier

A very nice puzzle. Contrary to Icho I did all the work with only one Lemming, starting with the right side. Thus, I was able to save the entire crowd. However, there is still one element in this level, I really can't stand. And this is the presence of the miner-cancels-miner mechanics. I don't like it since it can not be triggered reliably - it depends on the position of the first miner within its animation. As so often I tried at least half an hour to make it work and although the solution was crystal-clear. So no, not one of my favourite levels.

19 - Le Chateau Rose

Again, very nice artistry here, but an almost nonexistent puzzle. This level is very straightforward and therefore provided no big challange. If any, then the trapping of the crowd.

20 - Lavomatique

Trickier than I thought. While it was clear that I had to make a bomber hole in the wall and to build a bridge from there, I thought I had to do this with the pre-assigend climber for a long time. But this took too much time. When I found out that this is the job of the second glider, the rest of the level wasn't that hard anymore.

21 - Bonbons

Hard one. In my first attempts I tried something like Icho, but I didn't pull it off and failed. Then I decided the builder-pickups to be Red Herrings and I put my entire efforts into the left side. Biggest problem was to turn around the miner in the end since I had run out of constructive skills. But ultimately I managed to spare a platformer somehow and that was the final piece of the mosaic.

22 - E-toiles

Nice level, which is fun to play. It's a bit on the easier side since the path is strictly predetermined - except for the beginning which was the hardest part for me.

23 - Le prisonnier d'Alcatraz

For me, a hard one. This was mainly because I placed the first stacker at the wrong place so that I had to build an additional bridge from the left to make the "prisoner" pass it. Therefore, I ran out of builders.

24 - Eldorado

I really like this level. I was an idiot here because I overlooked the pillar at the right side. Thus, I thought I had to use the stacker there to prevent the digger from walking out of the level. The real use of the stacker was the hardest part to find out.

25 - À pas feutrés

Not an easy level, a specific type I'm normally not particular good at. I was not able to get rid of any of the zombies, so I had to bypass them. Very good visuals here and I also like the title of this level which fits perfectly.

26 - Das le palais de la reine 10

One of my favourite iterations of this level. This is really nice and well-hidden. Good job, here!

Swerdis

I finished the 400-meter-race and decided to run a marathon. Progress will be slow, I'm afraid, though I try my best.

Spoiler

Marathon

1 - Prince of Persia

Yeah, I remember this game from my childhood though I never played it seriously. I didn't like the time-limit which was very tight and demotivated me. This level here wasn't too bad, though. The special button-technique here irritated my at first, but I got used to to it. I think the level offers some fine optical illusions when you are familiar with the platform game. The iron gate at the top is a good example for this. I really wanted to let the pioneer just walk thorugh it - not possible in the Lemmings cosmos, of course.

2 - Aqualand

Great level! There are lots of ways which ALMOST work, but not quite. I thought I had it for several times, just to realize that I'm still an inch away. But, as I could see, there are more solutions than just one. The final part is actually the same, but the beginnings are pretty different from each other.

3 - Le morpion piège

Easy one and not much harder than its predecessor. I spared two skills, but I think this level is actually open-ended.

4 - Parcours-Puce

Looks intimidating, but is actually a very easy one, a second-attempt solve. I've seen that I could have saved one more platformer, though. There's no need for two pioneers here since the upper crowd can be released after everything else is done.

5 - Porte close chez le Sheriff

Tricky level. Hardest part was to find a way around the teleporter. I tried a lot of things here and many attempts failed by small details only. There's still more than only one solution possible.

6 - Retour au XVe siècle

Not a great puzzle, but still a demanding level. I created the path in such a way that I never had to turn a platformer into a miner - because this creates a small gap which prevents a Lemmings to walk into the opposite direction. That's when the three builders joined the game.

7 - Une houleuse aventure

Incredibly easy. There've been harder levels in the first rank of this pack

8 - En apesanteur

Beautiful level. It can be tricky due to the glider-mechanics, though - but it's actually not as hard as it looks. Don't know if the time-limit is really necessary here.

9 - Soleil d'hiver

The number of gliders and floaters has been reduced by one each. I found this level challenging. The pick-up is hard to reach, and it seems to be impossible to do so from the left side since in this case, the Lemming can't turn around and will die in the trap. Additionally, there is no way to interrupt platformers here, so two Lemmings have to do the job in a pretty creative way. The sun behind the cloud looks like a fried egg :)

10 - Soucoupes violentes

Without a doubt, the hardest level of the pack so far for me. It caused me to take a break from Lemmings over Christmas and when I came back it still took me a long time to solve it. This is a truly unique, fantastic level. Really a piece of art (in terms of the puzzle, not visually).

11 - Nuit cauchemardesque

Much easier than the previous one, but still not trivial. It's a level with free-roaming Lemmings, so it's actually key here to work with the Release Rate. The provided skills here a really tight.

12 - Miam miam !

Interesting level. I thought I would spend a lot of time here, but then it wasn't that bad. To save a platformer I tried to seal off the very small gap at the bottom-left side by placing the cloner a bit more to the left. But instead key for me was to bomb the swimmer at the right point of time so that the right-facing platformer wouldn't stop his work at the pillar.

13 - Dans le palais de la reine 11

The first level of the Queen's palace series I really had problems with. I had a strange feeling that the solution can't include the bottom of the level because of this small gap in the pillar. Don't know if it's intended, though.

14 - Halloween

Wow, that was hard one. I tried a million things to make it work. The result is not nearly as elegant as Icho's and feels pretty hackish, but hey .... a solution is a solution. Also, a nice-looking level!

15 - Mission secrète au Sahara

Very nice level here without any terrain-removing skills. I saw that the stoner had been killed in a later fix, but I think this was a good decision since this skill was superfluous here. It's not so hard to save all - although some time-critical precision is needed in the end.  I realised that the Lemmings don't just turn around when they reach the surface of the conveyor belt, but already before, while in air. Didn't know that so far.

16 - Morts vs Vivants

This one gave me knots in the brain. Different from Icho and Kaywhyn, but I think we all made use of the fact that the distribution of the zombies is not quite even. One gap is larger than the others - which explains the slow start of my replay since I was waiting for that gap.

17 - Souk

Very, very nice. Not too difficult, but not trivial either. The skills must be used wisely and can't be swapped around. For example I used a builder where the stoner belongs to which has the same effect. But then the builder was missed somewhere else. Red-herring pick up skills seem to be your specialty ;)

18 - Cyber-machin-truc

One of the levels I didn't have a clue what to do here in the beginning due to the unfamiliar tileset. I didn't even figure out where the exit is - and once I reached it, it was locked. But later I realized that the level is pretty open-ended as I had a ton of skills left.

19 - L' amulette

This must be the longest bridge I've ever built. Don't like the level for obvious reasons. It's boring to build bridges like this though I must admit that the second part of the level on the castle is more fun to play. It's the glider mechanics that make it tricky. I like how the Lemmings floats to the exit, though.

20 - Les 4 clefs d'Anubis

It took me ages to even find the climber-pickup, I still don't get the mechanics of the heart. I fully agree with kaywhyn here. All information have to be on the table at the start of the level. This excludes hidden traps as well as hidden pickups. Apart from that I had a ton of skills left in the end, so it's not a even a great puzzle. Don't like this level.

21 - Y en a qu'ont essayé...

Maybe not the most difficult level of the rank, but I like it. Especially the way the two zombies are trapped is really great. This tileset deserves more levels as well.

22 - Vestiges mayas

Very hard one which led me on the wrong path more than once. I was deeply convinced that a non-glider has to build the final bridges to the basher-pickup and the exit as I vainly tried to land on the stoner. This required a third pioneer, and I tried a lot of things to bring one over the top, but I failed. Until I found out that my first approach was the right one. Great level which is much more difficult than it looks, especially with the reduced number of bridges.

23 - Le tombeau du Pharaon

This one wasn't as bad as I thought. Didn't know what the five climbers are good for - until I saw the solutions of Kaywhyn and Icho. So I guess my solution is a bit of a backrote or at least a bit different.

24 - La crypte

Another hard one as the provided skills are scarce, especially the builders. For most of the time I wished my only glider could be at two spots at the same time. But the breakthrough was when I found a new way to reach the button - one that used up only two builders and made it still possible for the Lemming to come back. I think key here is to bring all the steps into the right order. And sometimes the levels gives hints that you are on the right track. For example the glider landing directly in the miner's tunnel right above the hatch.

25 - Jeu de piste morbide

Wow, this level had it all. A very difficult one in my opinion for many reasons. First, the order of the steps is absolutely key here, again. So although the glider and floater pickup is collected first it must not be assigned before the cloner pickup is used as we need both - a glider and floater. The glider is needed to go for the swimmer, but on his way back - even though it's tempting - he can't become the swimmer because this skill is reserved for the floater. Otherwise there's no way out after collecting the basher-pickup (only the floater can go for this). And generally spoken: Because of the huge amount of bridges there's a danger that the two Lemmings imprison themselves inadvertently. And the most devilish thing: If you place the very first bridge wrong in such a way that the upper end lies on the steel ground of the higher platform you can start over again - as in this case you would need two bashers to solve the level. That's very annoying if you realize this just before the end.

26 - Dans le palais de la reine 12

In a good Lemmings-tradition the final level of a pack is rarely the hardest, but more of a reward to have come thus far. I would say this level is not even the hardest of the Queens-palace-levels. But I expected this a bit and it's a good finish in my opinion.



David

Hello Swerdis,
I just saw all your posts today.
And I see kaywhyn helped you and kindly answered your questions. I thank him for that. ;)
As for me, I will respond to you in a few days, time to look at your solutions.
Thank you for your interest in my level pack. 8-)
My two level packs:
1) The Lemmings Have Grown [Medium-Hard]
2) DavidLems [Medium-Extreme]
And my youtube channel