Rigel 1 - Chocolate Rush Nice level to start off the rank, but also more challenging than it looks! It's not easy to figure out how to manage the main hatch on the left, who are preassigned climbers and sliders. My solution is a backroute, especially considering the very long waiting game I used. I had a feeling it wasn't intended anyway. I totally forgot about a stoner being sufficient to contain the left entrance.
Rigel 2 - The Complex This is Turrican's #WasteMyTime contest entry, so if you already tried it from that, then this one should be quick. At the time when I LPed the rank, I hadn't played it beforehand, so I didn't know the solution yet. The only very hard part is figuring out the correct RR so that everyone stacks up behind one another in order for just one lemming to die to each of the two traps. Not only that, the basher must sync up with them each time. Once you're successful, the rest is easy, with the only remaining hard part is assigning the climber the glider skill at the correct time so that he too goes to the exit.
Rigel 3 (now Rigel 5 in v1.02) - Subspace Way too hard for its position, considering it's not easy to figure out how to contain either entrance. I found containing the left entrance much harder to figure out. All on top of a very high RR. Solution is different from the intended, though I have tried cloning a builder for the left entrance but I never got it to work. Turns out it's pretty precise. I have a stacker left, but that seems to be a prevention thing for the exit area in the case the sliders go out the wrong way, which they will in the experimental NL version. As a result, Turrican changed the skillset to account for that.
Rigel 4 - The Crystalline Fortress (part 2) Not a really hard level, but one that I was on longer than I should had been. I really love figuring out that trick to stop the climber/slider hatch from going out the wrong way to their doom: Stacking and using the preplaced lemming to bomb to make a hole so the sliders go back to the right. The only other hard part after that was a pixel precise stoner assignment that allow you to jump to start climbing the wall to dig and release the others to the exit. I kept thinking more than that was needed to do so :forehead:
Rigel 5 (Rigel 7 in v1.02) - Underwater Caverns Visually impressive level, but it also has drawbacks in that it's a bit hard to tell solid terrain from background in a few places. Another level that's a huge step up in difficulty and therefore originally too hard for its position. Not so surprisingly, I made the solution far harder than it needed to be. In particular, how I did the start with several pixel precise skill assignments and the builder at the very top to make the triathlete go out to the left and get the button. Also the final stacker assignment near the exit at such a time so that the triathlete gets to the trap first before anyone else. I compared to Turrican's intended solution and his has just as much precision, though not nearly as much as mine. In any case, very hard to find solution no matter what you come up with. A lot of my attempts kept leaving me at least a skill short. Also the first level of the pack I needed to use off-camera time to solve.
Rigel 6 (down to Rigel 4 in v1.02) - The Awesome level returns Essentially Taxing 15 from L1 but without builders. Even the builderless version isn't a lot harder. Harder, yes, but not by a lot. It just needs a lot of good timing in order to make steps to get up to the exit. Also you need to save everyone, meaning you must release all blockers you use.
Rigel 7 (down to Rigel 6 in v1.02) - A Place Lost in the Aether Not a very hard level but it is difficult to see what's going on in the level due to silhouette sprites used in said tileset. Much easier if you use CPM, but as my LP shows it's not impossible to solve without it. The only really hard part is the basher/blocker trick, though TBH this is a huge leap for players to come up with, as it's likely something they wouldn't even think to try. I only know about it because of readings I've done on the Lemmings Forums from a long time ago and I used it in a few solutions on some custom levels I've played, though it's not required in them. The only pack I know that does require them is a few levels from Lemmings Uncharted.
Rigel 8 - The Moon on vacation Another really hard level that will look impossible to you if you're not aware that you need to go underneath the level with the shimmiers. Not sure why I didn't catch that before even though I played a level from Uncharted which requires it. Once you see that, the rest is easy, with the only hard part syncing up the release of another lemming with the worker who platforms to the exit so that they are close to each other to allow one to pass by the trap and collect the disarmer pickup. Also you need to discover the stoner/stacker release trick.
Rigel 9 - FC Lems win with Goallem's Hattrick Another hard level. The most difficult to figure out was the start with releasing the right amount of lemmings close to each other so that they can turn around inside the stoner terrain on the far upper right. My solution is a bit harder than it needs to be. Same with the climbers being as close as possible in the huge wall before the exit, where a climber needs to be stuck inside it to be able to bash through. I also taught Turrican a trick where it's possible to use a shimmier right up against a stack to have him bounce back the other way. Even though my solution is a bit harder than the intended way, it's still acceptable.
Rigel 10 - Cyberlems 2555 In its original form, you DO NOT want to play it. Unlike the two versions you see in v1.02, there were no visual indicators in the terrain to help you with the builder placements, therefore it was complete guesswork. You also have to place several of them correctly, which only makes it way more frustrating than it needs to be. On top of that, you also need to make use of the checkerboard mechanic twice so that you make a hole to get to the buttons but the miner continues. The icing on top of all of that is that both miners need to cancel out each other when all is said and done. Needless to say, the original version requires way too much precision on top of blind guesswork, which is definitely asking far too much for a player, even for the final level of the rank. Don't get me wrong, the solution is quite impressive with a very long miner section in both directions, but the extreme precision needed really harms the level, especially when there are no hints as to what the correct placements are and how the builder/miner combo itself is already very precise.
In the newer versions you see, there are markers in the terrain to completely eliminate the guesswork if you're able to figure out what they mean. In addition, two buttons have been removed and also teleporters added in the case you sent out a glider in the wrong direction they will use it to come back to the main part of the level. These are changes which I agree make the original Rigel 10 far better! :thumbsup: The only thing is that I just barely got back to Turrican about them just last night rather than test them before he released an update to the pack, but quite all right. I think he's pleased to hear that I agree the changes are for the better of the level.