Hardcore1 - Beneath a dying sunWhat's this? A super-breather to start off. I would say this is one of the easiest levels in the entire pack.
2 - God hates us allI was warned about this level of being one of the hardest of the rank and thus the pack. But it wasn't that bad I must say. It seems to be pretty open-ended as well as I have seen.
3 - The descent of LemAnother easy level. Didn't use the two platformers, so my solution most likely isn't intended. Thought I had to mine somewhat in a zigzag-style between the blockers, but this wasn't the case.
4 - The NexusThis one looked impossible at first since I thought the force fields are traps and therefore cannot be passed. But after I've seen where the three jumpers have to go, I worked out the solution piece for piece. Nice level.
5 - Blood God risingThe buttons make this one pretty tough. It seems to be a bit open-ended though as I've seen a variety of solutions here. Personally, I used the cloner just to fill up the crowd.
6 - Under a serpent sunEasy level once the player is aware of the trick. Also, not trying to save anyone here is key.
7 - Viszlat NyarRepeat of Loud 4 and signifcantly harder than that one. I had huge problems here. First, I followed a totally wrong approach, and later there was so much optimization here that I finally saved one over the requirement. But it was a long road to the solution.
8 - Evisceration plagueLooks intimidating, but isn't at all. It's actually a fairly straightforward level as I saved the three crowds one by one, not simultaneously. I don't know if the swimmer is a red herring, but I didn't find a use for this skill.
9 - Forlorn skiesQuite obvious solution for a final-rank-level, but this is still a very nice one. The key skill here is the glider which must be assigned at the right point of time.
10 - Mass obliterationA fun level to play! I was on the wrong track here since I thought I had to make the first Lemming from the left hatch a glider (because he's quicker than the swimmer). But it turned out that it had to be the opposite way (left: swimmer, right: glider) However, I waited with the assigning of the glider until the cloner-pickup had been collected. In the end, I saved way Lemmings more than needed.
11 - Charred remainsWell, this one probably wasn't quite intended since I simply delayed one of the Lemmings by letting him climb. Therefore, I spared some skills, especially the swimmer which should have come into play somehow.
12 - Crystal mountainNice level though a bit of a breather. I used two pioneers here, but other ways seem to be possible as well. Good visuals, too, the different tilesets blend well each other.
13 - Hordes of chaosAnother fairly easy level as well. Again, multiple ways are possible. I trapped the crowd with the stacker and let one Lemming do all the work.
14 - Mayhem with mercyFavourite of mine. I like falling bombers. I solved this a little by accident as I thought the shimmier would shimmy to death along the arc. But when I saw at which spot he would land, I immediately knew what to do here.
15 - Open the gatesThis is a pretty difficult level, mainly due to the beginning part which is quite complex. It seems logical to start the platform at the final pixel of the chain segment, but for some reason this doesn't work. The penultimate pixel has to be used to make the first Lemming who can't get an umbrella anymore safely land on the platform. And - as it turned out later - this was even important as otherwise the glider won't climb up the chain. And it must be the glider because only he can do the rest of the level and reach all the buttons.
16 - The pursuit of vikingsThe art design of this level reminds me of GeoffLems, one of the first level-pack I played in NeoLemmix. Here, this is a quite straightforward level, almost a breather, as long as it's clear that it's possible to swim underneath the ship.
17 - Mourning palaceHeavy 20 rears it's ugly head, again. Thankfully, the successor is much easier, due to the miner which is a big help here. Still think, I cheesed it a bit.
18 - Chopped in halfYeah, finally one of my favorite tricks finds the way in this pack. So this level has my sympathy anyway. I think this level can be something of a roadblock because two of the tricks here - this and the other one (canceling the digger with a blocker) are not THAT well-known.
19 - ClockworksEasy level. The start can be a bit tricky however, especially finding the sweet spot where to mine as the falling distance is just about splat height. Very nice-looking mix of two tilesets here.
20 - Symphony of destructionPlain and simple: One of the hardest levels I ever played and certainly the hardest of the pack. However, the high degree of difficulty evokes from absolute precision and high traffic within small areas, not so much from the puzzle itself. Therefore I wouldn't count it to my favourite levels though it's still a pretty good (builderless) one.
21 - Circle of the tyrantsTrickier than I thought, especially the beginning part. I like how two Lemmings work together and prepare the path.
22 - The True BeastA bit of a standard recipe here. Bringing a worker on the other side by a lot of jumping around and free the crowd from there. Not a bad level, though, and what makes it challenging are these tiny gaps in the tree trunks and especially the foliage.
23 - NemesisAt first I thought that his level could become really hard. It looks kind of intimidating and I'm not particularly good at levels with a lot of stoners. But soon it dawned on me what to do, fortunately there are plenty of skills here.
24 - Fall from graceVery hard level. Many way seem to be possible, but in fact, almost nothing works. As an example, it was difficult to decide what to do with the second Lemming. Make him jump? Make him stack? Finally, I made him block on the bridge which seemed to be the least likely possibility to work - but it did somehow.
25 - Wipe your ass with sandpaperNot as complicated as it looks. It's actually quite clear what to do here. Used the cloner to contain the crowd with platformers. In the end I gave one Lemming a head start with a jumper to make him start the platform over the abyss before the others arrive.
26 - Make total destroyI was told this level being hard and I was not disappointed. However it's a very nice one and there are even several ways to bring the crowd to the top. Good work here, Strato!
27 - The divine landActually, not an excessively hard lone. But I was a dummy here. Didn't see for a long time that I could free the crowd at an earlier point of time and then trap it again left of the one-way-block. This made a second pioneer necessary and that's how I solved the level. [/b]
28 - The puzzleAmbitious title. It's not just a puzzle, it's THE puzzle
![Wink ;)](https://www.lemmingsforums.net/Smileys/lemmings/wink.gif)
However, I feel my solution is not the mother of invention as most likely both sides of the level have to be used. After some trial and error, I restricted myself on the right side only.
29 - When all is said and doneIngenious level, one of my absolute favourite. Doesn't look so difficult, but it's really a tricky one. Main question is how to bring a Lemming to the side and it seems obvious to use a stoner/jumper/shimmier-combination there - which works. But then, the stoner is needed in the end - so something different must be done. Great level and probably backroute-proof.
30 - Hammer-smashed faceThe final level of the pack was by no means an easy level. I was warned that the amount of skills is deceiving as they would run out quickly - and so it was. Lots of midstroke-interruptions of bashers by shimmiers to gain height - this is really a signature trick by Strato.
All my solutions can be found here:
https://www.youtube.com/@Swerdis