Having enjoyed the earlier ranks so much, I was keen to have a go at the latest 2. Again, some beautiful artwork – I especially like the Celestial tileset - and entertaining puzzles. I've mainly gone just for the talisman solutions.
Steady: Several of my solutions are similar to the official one and/or Armani's. Comments on some of the levels:
Turbulent: my solutions mainly differ from the official ones, at least to some extent. Comments on particular levels:
LemFaith2_plukz.zip
Steady: Several of my solutions are similar to the official one and/or Armani's. Comments on some of the levels:
Steady
Steady 1 "Penumbra": a beautiful tileset. My solution is closer to Armani's than to the official one, but much slower than either. I wasn't sure whether to construct the exit staircase from above or below, and ended up with a mixture.
Steady 2 "Welcome to the World of Tomorrow": very difficult to get the talisman solution. The artwork shows roughly where the Blockers should be placed, but 1 of these needs perfect precision to allow 2 later manoeuvres. I ran out of Shimmiers until I realised that each Laserer needs to be deployed at the last possible opportunity.
Steady 4 "Serpent Shrine" and 7 "Lost in the Desert": my solutions are slightly faster than the official ones.
Steady 8 "Lost in the Dessert": I love the title – not so keen on this tileset, but that may be because I'm not keen on chocolate cake. There must be multiple solutions; mine is relatively quick.
Steady 9 "Frozen Hearts": again there must be multiple solutions. I don't think it's possible to save all 40 lemmings, but 39 can be saved in a good time.
Steady 10 "Chamber of Horrors": again, multiple solutions are possible. I've included 2 in my set.
Steady 2 "Welcome to the World of Tomorrow": very difficult to get the talisman solution. The artwork shows roughly where the Blockers should be placed, but 1 of these needs perfect precision to allow 2 later manoeuvres. I ran out of Shimmiers until I realised that each Laserer needs to be deployed at the last possible opportunity.
Steady 4 "Serpent Shrine" and 7 "Lost in the Desert": my solutions are slightly faster than the official ones.
Steady 8 "Lost in the Dessert": I love the title – not so keen on this tileset, but that may be because I'm not keen on chocolate cake. There must be multiple solutions; mine is relatively quick.
Steady 9 "Frozen Hearts": again there must be multiple solutions. I don't think it's possible to save all 40 lemmings, but 39 can be saved in a good time.
Steady 10 "Chamber of Horrors": again, multiple solutions are possible. I've included 2 in my set.
Spoiler
Turbulent 1 "Can I have a Peppermint": it's interesting how many different solutions there are for this level.
Turbulent 4 "Sugar Rush": I deal with the Zombies in the same way as other solutions, but found a different way to save most of the crowd, for the talisman.
Turbulent 5 "Lem Academy of Science & Energy Research": I had several false starts in finding a way to get a pioneer to the Skiller and back safely. My solution is less elegant than the official one, though faster.
Turbulent 6 "Omen of Doom": the time constraint is very tight if the routes of Lemmings and Zombies cross, so – after failed attempts to avoid this by drowning the Zombies - I looked for a way of containing the Zombies so their path never crosses that of the lemmings. My 1st solution requires good synchronisation between the 2nd pioneer and the crowd. With a slight tweak, 32 can be saved and there is less need for synchronisation.
Turbulent 7 "Bumbly Beach Bazaar": very complicated. It took me a while to realise that, when a trap is embedded in water, a Swimmer-Disarmer will be consumed by the trap, rather than disarming it. Also, until I looked at the official solution, I assumed that a Neutral cannot acquire a new skill – but it can, when it passes a Skill Assigner. So I avoided both Neutralisers. In other respects, my solution is closer to Armani's than to the official solution, though it has a lot in common with both.
Turbulent 8 "Ice Nine": needs perfect timing at one point. My solution is much the same as the official one, but I have a different Digger/Laserer sequence, at around 2 minutes in; this saves a few seconds.
Turbulent 9 "River Styx": very difficult, and my solution is slow and inelegant. It took me a long time to figure out that the button on the right must not be reached, by an ordinary lemming or a neutral, until late on.
Turbulent 4 "Sugar Rush": I deal with the Zombies in the same way as other solutions, but found a different way to save most of the crowd, for the talisman.
Turbulent 5 "Lem Academy of Science & Energy Research": I had several false starts in finding a way to get a pioneer to the Skiller and back safely. My solution is less elegant than the official one, though faster.
Turbulent 6 "Omen of Doom": the time constraint is very tight if the routes of Lemmings and Zombies cross, so – after failed attempts to avoid this by drowning the Zombies - I looked for a way of containing the Zombies so their path never crosses that of the lemmings. My 1st solution requires good synchronisation between the 2nd pioneer and the crowd. With a slight tweak, 32 can be saved and there is less need for synchronisation.
Turbulent 7 "Bumbly Beach Bazaar": very complicated. It took me a while to realise that, when a trap is embedded in water, a Swimmer-Disarmer will be consumed by the trap, rather than disarming it. Also, until I looked at the official solution, I assumed that a Neutral cannot acquire a new skill – but it can, when it passes a Skill Assigner. So I avoided both Neutralisers. In other respects, my solution is closer to Armani's than to the official solution, though it has a lot in common with both.
Turbulent 8 "Ice Nine": needs perfect timing at one point. My solution is much the same as the official one, but I have a different Digger/Laserer sequence, at around 2 minutes in; this saves a few seconds.
Turbulent 9 "River Styx": very difficult, and my solution is slow and inelegant. It took me a long time to figure out that the button on the right must not be reached, by an ordinary lemming or a neutral, until late on.