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Messages - Swerdis

#1
NeoLemmix Levels / Re: Lemmings Plus Series
January 17, 2026, 04:56:17 PM
Being through the second rank now, I must admit that the difficulty curve is a bit smoother tha I had thought before. Despite that, there were some hard nuts to crack in the Bumpy-rank. The first and the last level come into mind - especially that Duck-level. But everything was doable - I expect things to become much harder now.

Spoiler
Rough

1 - Viva Las Lemmine

Nice demonstration of blocker-versatility and a really good level to start the rank off. The time-limit doesn't add much to it though.

2 - The Perfect Storm

Another challenging one. All builders are needed. The trickiest part was the beginning on the left side - avoiding any losses and saving bridges at the same time.

3 - System Shock

Had some problems with this one - until I saw that it's possible to bring down a good share of the right crowd as well, not just one or two climbers. From this point onwards, I knew what I had to do.

4 - I'm Going To Try Science!

Maybe a bit easy for its position, but a very sweet little puzzle. I like this level a lot!

5 - Dense Packing

Interesting level which forces the player to keep the Lemmings as tight as possible. The bashings sections tend to drive the Lemmings apart - so it's trickier than it looks, even though only one of the five Lems has to reach the exit. Attention has to be paid to the number of skills as well as they run out quickly.

6 - The Lemmings Redemption

Nice level which is appropriately placed despite the minimal skillset. The entire secret is to increase the Release Rate after the first Lemming to a certain point and lowering it again before the last Lemmings appears - so that one can reach the floater pick-up and guarantee that last Lemming a safe landing. This is all a bit of trial and error, but nothing too bad.

7 - Hardwired!

Maybe not the hardest level, but a great puzzle and a favourite of mine. I especially like how the final miner has to be used here. With a conventional placement, the pioneer would be lost in a loop although he is needed to help the crowd reaching the exit.

8 - They Say A Hero Will Save Us 

One-of-everything-level. For obvious reasons, the bomber can't be used. I also saved the blocker which is most likely intended. Not an easy level as there are several ways that seem to be possible, but are dead-ends indeed.

All my solutions can be found here: https://www.youtube.com/@Swerdis
#2
NeoLemmix Levels / Re: Lemmings Plus Series
December 31, 2025, 10:15:09 PM
Having completed the first rank of Lemmings Plus III, I must say that this rank was way easier than I had expected. Let's see what the next will bring.

Spoiler
Dodgy

1 - Boost Jumper

Maybe that's where the pack will pick up speed. Tricky level which took me a while to solve. It's not clear from the beginning how the seven bridges have to be used. The climber which runs the risk of climbing to death was a problem, too.

2 - If The River Runs Red...

With no bombers usable, the skillset doesn't give many options anymore. The use of the climber in the end is really nice.

3 - Flea Market

The players starts with no skills - they are all scattered in pick-ups. Nice concept which I have already seen elsewhere. Fortunately, this level is not overly difficult. I missed the miner, though.

4 - Excavation Expedition II

The second iteration of this level with a reduced skillset  - each skill by one. I took the far side, this time.

5 - A Lemming For Your Thoughts

Two-of-everything level of the easy kind. Just building up and bashing above the trap.

6 - Seven-Way Security

Tricky level. For reaching all the buttons and not runing out of bridges, both teleporters have to be used here.

7 - Experimental Materials

First level with a time-limit. Solution is pretty obvious here - it was a bit harder than I thought since both blockers had to be saved as well.

8 - Flying On Broken Wings

Next one with a time-limit which is much tighter this time. Nice level that makes one think of having to use the teleporter, which it's just a facade instead. Also, the pioneer must turn around before the basher has finished his work.

9 - Synergistic Effect

Fairly easy one. One Lemming each has to reach the middle and the ground floor - they must build bridges to catch the others from above.

10 - The Duck Level

Bit of a roadblock for me. The lack of terrain-removing skills here made the whole thing hard - took me a while to see that the bottom-route is the way to go. Bridges have to be used wisely as well, there's not an excessive number of them. Pretty annoying music here.

11 - Dreamy Drift

Easy level despite the time-limit. Don't know what the climbers are good for, I solved it without them.

12 - Extra Skill Required

Not quite as easy as the previous one, but not a big problem as well. Tried the talisman, but couldn't make it work.

13 - Speak of the Lemming...

I surprisingly struggled with this one. I couldn't decide to assign a climber at first or to refrain from that. With the climber, I would need an additional builder to prevent him from climbing to the exit. Without the climber, I couldn't imagine how to reach the pick-up later. It turned out the latter was the right way - I just did the miner-part wrong. Good level, though.

14 - Flag Games

This is a great, but a little mean level. The key part is the small gap between the second and the third obstacle. It must not be sealed with a bridge. Instead a basher has to be used to create a small hole in the pillar at the opposite side. This Lemmings now falls down, climbs up and will be able to move on as a miner. A neat, but rarely used trick.

15 - Party In The Skies

Nice level with two preplaced Lemmings. Easier than the previous two levels though certainly no cakewalk. I like the way the blocker is used here.

16 - Critical Point

Very challenging level. The basher-digger-staircase was a pretty obvious thing, but where to use it - not so much. Also, the climber has to survive which is not so easy to achieve - especially if the level is attempted from the wrong side by accident. 

All my solutions can be found here: https://www.youtube.com/@Swerdis
#3
NeoLemmix Levels / Re: Lemmings Plus Series
December 29, 2025, 12:18:25 PM
My journey through the world of NeoLemmix brings me back to the Lemmings Plus series from time to time. I already finished LP1, LP2, LP 4, LP 6 and LP Omega. So the next pack in terms of ascending difficulty is supposedly LP 3 - so this is the pack I will start right now and hopefully bring to an end.

Spoiler
Timid

1 - Here We Go Again!

Easy, but not trivial start. I did it counterclockwise. Clockwise would also be possible, I think.

2 - Welcome To LemLab

I read that the levels will become tricky very early in this pack. So this one is not a typical 2nd level - still not a big problem with mining down to help the crowd out. Nice tune!

3 - Strike It Down!

If bashers don't work, diggers and miners will do. Easy level. I won't go for the talismans in this pack.

4 - Roundabout Run

First level with teleporters. Another easy one, except there is a danger that too many Lemmings pass the teleporter entrance at the same time. Plus one Lem has to prepare a safe landing.

5 - The Rickroll Level

We know these type of levels from different LP-Parts. Very easy one, despite being void of blockers.

6 - The Rebound 

First level with pick-ups. Two float down, one becomes a blocker. The other one turns around and builds a landing platform for the crowd. Still pretty easy.

7 - Oh No! More Oddstacks!

The title is a reminisicence to this hard and initially pretty misplaced level in LP I. Which is a great one. This one here is much easier, though, as there are more than enough skills to bring the crowd up to the exit.

8 - Heads In The Sky

First level with a trap, but this one can be bypassed easily. Most likely the easiest level in the pack so far.

9 - Scatterlem

First level with preplaced Lemmings. I saved all ten here by mining underneath the steel-block. Easier than it looks.

10 - The Acid Vat

It's easy to see that building over the acid is impossible, so underneath is the way to go. Down, Along, Up. In that order.

11 - What Does This Button Do?

First level with a locked exit and thus an introduction-level for the unlock-buttons. Very easy.

12 - Symmetrical Warfare

Working simultaneously on both sides is not required, but advisable. Quick solve.

13 - No Floaters, Guaranteed 

Definitively a step up in terms of difficulty due to the absence of floaters, the trap and the 99-Release-rate. Nice tune from Super Mario II.

14 - Excavation Expedition

Hidden exit, but a bigger challenge is the limited amount of bridges here which run out quickly. Still, not a hard level.

15 - Some Say It Was A Lemming

The beginning is the trickiest part in this level. The Lemmings die instantly and must be caught with a bridge, but due to the high Release-Rate, not everyone can be saved. Also, the concept of Updrafts is introduced here.

16 - Locked Out!

Nice level to finish off the rank. Nothing too challenging here as well. As everyone has to saved, the blocker must be released in the end.
#4
NeoLemmix Levels / Re: New Level Pack - Lemmings Faithful
December 28, 2025, 11:28:00 PM
Progress was slow during the past weeks due to familiary obligations, but I still somehow managed to solve "Lemmings Faithful" just before the end of the year.
It was a good decision to leave my well-worn paths for this pack and tried to attack the talismans. I still think the talisman-solutions should be the "real" solutions as only they show the beauty of most of the levels.

My favourite rank is clearly the final one, "Treacherous". It's also the most difficult one and contains the best levels in my opinion. I especially liked Treacherous 4,8,9 and 10. Another candidate for the best level is Simple 8, I also really like Safe 5 and Tricky 1. While I enjoyed the latter one, I think that Tricky is the weakest rank.

Finally I have to praise the tilesets again. They are all great, my favourites are probably "Lush" and "Hoard".

All my solutions can be found here: https://www.youtube.com/@Swerdis
#5
NeoLemmix Levels / Re: New Level Pack - Lemmings Faithful
November 26, 2025, 10:50:54 PM
The third rank of this pack caught me a bit by surprise. Almost all of the talismans were very easy to obtain, despite being in gold and silver. There was one noteable exception - and in this particular level I could not make out any strategy, so I skipped the talisman in the end. Generally spoken, this rank is weaker than the previous two in my opinion. The first and the last level were the ones I enjoyed most.

Spoiler
Treacherous

1 - Rift walkers

Okay level to start off the final rank. The hardest thing was to bring the pioneer back where he came from. Without bashers, I had to dig and interrupt - I think that's intended here.

2 - Long Shot

Hard level. Making a chain of bombers is not obvious at the beginning, but seems to be the only way to do it without using builders and hence getting the talisman. Even then, it's tricky to make it work as there is not much leeway to place the bashers right.

3 - Pumping Station

Bone-hard talisman for me, the by far hardest except for the one I missed. My solution is a pure mess. Building upwards while simultaneously guaranteeing a free fall-line for those coming out of the upper hatch was a huge challenge. This talisman would even be hard with unlimited time, but with the additional time-limit it was an absolute nightmare. The final Lemmings squeezed through the exit by a split second.

4 - Sacred Cloisters 

Another demanding one, the talisman is underrated with bronze in my opinion. Compression is the method of choice here, five Lemmings are enough to bring one through all the traps. The hardest things for me was the final part and coping with five laserers only. I found a solution that made use of six which I had to reduce by one - so I needed a different approach which dragged the whole thing out.

5 - Bamboo Grove

Much easier than the previous levels. Still took me a bit to see that one Lemming is supposed to go the upper way, landing long before the basher has finished his work. It's still pretty close in the end with no jumpers left.

6 - Pushing Up Daisies

For me, a hard level. I must admit I had some difficulties finding out what to do here at first. That's way I overcomplicated things unnecessarily. As an example, I tried to platform from the higher tendril since I had no idea how to bring the Lemmings up otherwise. Another problem was reaching the levers for the exit and to ensure the right timing there. All in all, very finicky and not my cup of tea, but at least the plant-traps are nice.

7 - Dragon's Nest

Much easier than the previous one. Since no laserers are allowed, it's clear that those from the upper hatch have to save those from the bottom by mining. The rest is pretty much standard-solving, platformers and builders are abundant here. 

8 - Subjugation

Interesting level. Took me a while to figure this one out, even without the talisman. Asked myself what the single swimmer is good for as well as I overlooked
the neutral disarmer. For the talisman, I later had to minimize the use of cloners in the water. Finally, I managed to save two - which I used in the very end to fulfill the medal-requirement. With so many things happening simultaneously in different parts of the level, I found this one hard to record as well.

9 - Heard it through the grapevine 

Outstanding level, very thoughtfully created. I love the winding paths the second pioneer has to go before landing spot on to create the final bridge. In my first attempts, I always failed by one bridge. That was because I made use of the Dolly-Dimple-trick too far at the left to catch a Lemming from the hatch instead of a glider - which cost me five builders in total instead of four.

10 - Ring of Fire 

The final level of this pack was actually not THAT difficult - once I saw that the crowd could easily slide down at the right side, being safe at the bottom. Which took me a while to see. Then, one single Lemmings could do all the rest and open the exit. That's probably the first level I ever played with something like a "skill-remover". Thought it was a trap at first. Really good level to finish off the pack.
 

All my solutions can be found here: https://www.youtube.com/@Swerdis
#6
NeoLemmix Levels / Re: New Level Pack - Lemmings Faithful
November 04, 2025, 05:03:54 PM
Half through the pack now. Really good level in the Safe-rank, especially Safe 5 and 9. The hardest for me was Safe 6. Let's see what's next.

Spoiler
Tricky

1 - Shantytown

Since all Lemmings here are climbers from the beginning, this one was harder than it looked. Took me a while to trap the crowd and finally save everyone. Nice level to start the rank off.

2 - A Duet

Pretty easy one. Finding the correct position for the laserers can be a bit of a challenge. But the general way to go is predetermined by the available skills, though.

3 - Which Way, Mr. Scarecrow?

The first level of the pack in which I failed to achieve the talisman. For me, there's no strategy recognizable here, it's just trial and error. Not my cup of tea, I'm too impatient for stuff like that. Sorry folks, but I'm glad that the talismans are optional, so I can move on.

4 - Pipe Dream

Talisman of moderate difficulty. I was one terrain-removing-skill short for some time, before I found a way to avoid one basher/fencer. Later I tried to solve the level with two pioneers, but came back to one in the very end.

5 - Beware The Serpent!

The only way I found without using floaters implied bridge-stretching to the extreme. That's not very elegant and I'm therefore not sure if this is intended. Could have spared some bridges as well.

6 - Quad Core

Easy level. As I spared some skills, my talisman-solution is most likely not intended.

7 - Vive La Revolution! 

Abundance of skills here, so this level was not a problem as well. Reaching the pick-ups was a bit tricky, though. In the end, I trapped the zombies in a pit.

8 - The Triad 

Builderfest. Did not run in any problems here as the requirement for the talisman is pretty generous. The third very easy level in a row.

9 - Fear Knot

Looks difficult, but isn't at all. I ignored the center of the knot and solved the level through the right side. A bomber, a fencer, a digger, a miner and a laserer prepared the path - didn't even use the basher.

10 - Zen Rock Garden

Challenging talisman. This one took me longer than it had to as I thought the stone-blocks were undestroyable for quite some time. With three miners only, a big tunnel had to be created. Probably the best level of this rank.

All my solutions can be found here: https://www.youtube.com/@Swerdis
#7
The first rank is already done. To my surprise, I managed to get all the talismans. These were good challenges with Simple 8 being the hardest (and best) by far. Let's see what the next rank brings.

Spoiler
Safe

1 - Let's Get Down to business

This talisman was not easy to achieve. It's a real time-cruncher and a true example of collaborative work.

2 - Bed of Roses

I thought I had the talisman-solution when I had found a way to do this level as demanded without floaters and laserers. Did not unlock since I had overlooked that all Lemmings had to be saved. This restricted the available skills to bashers and platformers only and made the level a real challenge. In the end, I used up all of them.

3 - Diamond in the Rough

Very easy level and talisman, as long as the cloner-pickup is collected in the end, when all Lemmings except for the pioneer have already reached the exit at the bottom. In this case, the zombie doesn't play any significant role here and neither do the neutrals except for the blocker just in front of the upper exit.

4 - Brass Tacks

There are two distinct features in this level: The playing area is surrounded by water and four skills can be used indefinitely. It's an easy level, also the talisman. The climber collecting the pick-up must later be made the pioneer as only one swimmer is allowed - that's the only thing which has to be paid attention to.

5 - Enchanted

Fantastic talisman here. I asked myself how this is supposed to be possible since the wall is too thick to get penetrated with a laser and there are no down-digging skills, only bashers. Took me a while to see that two pioneers are needed.

6 - Doors and Gates

Hardest talisman for me so far, even harder than Simple 8. It's about creating a safe place all the Lemmings can gather, but bridges run out pretty fast. It's a type of level, I'm not particularly good at - so it took me a lot of attempts.

7 - Lepidopterophobia

I like the twrling butterflied, but that's actually the only thing I like about this level. Stoner bridges are meh in my opinion - at least they are not hard to accomplish in most cases. The bomber parts were the most tricky thing here - and to stick to the save requirement.

8 - Cursed Treasure

Easy level, the talisman as well. I actually don't really see the purpose of the neutralizer and the skill-adder here as they don't add anything to the level itself. But at least it's the first one I ever played which made use of these objects.

9 - Unstable Egress 

This is a great und fun level. I came to the point that I managed to save 20 - four less than required for the talisman. The only open exit was the one at the far left side which could only be reached by climbers. This was when I realized I had 12 neutrals in the beginning, but four of them had walked into the exit at the right side before. I had to prevent this with a pioneer. So a lot to do here. The other inactive exits are not just decoration, but can be activitad with the triggers in the upper corners of the level. This does not seem to be possible in the talisman-solution, though, as they can only be reached with laserers. The time-limit was not a crucial factor here.

10 - RIDE THE PIPES!

Pretty easy level to finish off the rank. At my first attempt, I forgot about the time-limit, so I had to do it again and more Lemmings had to work at the solution simultaneously. 

All my solutions can be found here: https://www.youtube.com/@Swerdis
#8
Having completed Fiat Lem!, I decided to play Lemmings Faithful next. Kaywhyn recommended this pack to me, especially because of the great-looking new tilesets. He also told me, this pack would be relatively easy - unless I'd go for the talismans. I usually avoid this, but will make an exception in this case. Which is not a dogma: If i can't find a talisman-solution, I will consider the normal solution valid. We will see...

Spoiler
Simple

1 - Fields of Gold

Nice start in a new tileset which I already like. The talisman is not so hard to achieve, with no bashers, it's only a bit awkward.

2 - Lazuli

Another really "simple" level. The talisman-solution isn't hard to spot as well in my opinion, but takes a significant amount of time.

3 - House of Fun

It's been a while since I had played my last level with lasers, so I got to get used to this again. This and the presence of teleporters made this level quite a challenge. Especially the hunt for the talisman. Despite only bronze, I found this talisman significantly harder to achieve than the previous one.

4 - Alabashter

Large, but pretty easy level. Several Lemmings have to work at the solution simultaneously - that's key here to get the talisman.

5 - Methane Meadows

This one began with a surprise. I didn't know the Lemmings would survive the fall on a splat pad when they are made floaters. It was hard to keep an overview here as so many skills were not allowed to get the talisman. So I actually had to rely on builders and miners. Therefore, I thought it would take me longer, but I found a solution relatively quickly.

6 - Stepping Stones

I think I was supposed to use the disarmer here, but I found a way to avoid the trap completely - and still was quick enough for the talisman.

7 - Ruins of Atlantis

Another level with a talisman-time-limit. Nothing too spectacular here, it's all pretty straightforward and a bit messy here and there. Compared to the previous one, it was tighter in the end, though.

8 - Dodgy Plumbing

Here, the golden talisman is really justified. This one was hard work. No constructive skills and no climbers which made it even worse. Reaching the unlock-button for the exit was definitely a challenge, after that, the level became significantly easier. I used up all of my jumpers, the other skills were plentiful, fortunately.

9 - Danger, Danger!

I made a lot of efforts to solve this level. But for the talisman, a straightforward solution is the way to go. That's possible because of the mechanics of the slider-skill which provides an interesting method to trap the Lemmings and hold them close together.

10 - Bombing Run Redux

A relatively easy talisman. I spared releasing the leftmost blocker, that's why I got along with four cloners as needed. I also overlooked the trap at frist, but a well-placed bomber eliminated the problem.

All my solutions can be found here: https://www.youtube.com/@Swerdis
#9
Having solved the final three levels of the Impero-rank, my journey through Fiat Lem! has come to an end. It was a long journey that began on March, 6th this year, so it took me more than half a year. It could have been much faster as I did not have so much time to play due to private obligations, but what I can say is that it was a fantastic experience. I praised Quest From Kieran when I had finished it, and I have to do this again. I would rate Fiat Lem! even a bit higher though I should be careful with this since the impression is still so fresh. In terms of difficulty, Fiat Lem is a step up - in fact, one of the hardest packs I ever brought to an end.

The level-design is just beyond great. In general, I like Pieuw's levels a bit more than those by Dodochacalo as they tend to be less fiddly, but both of them are fantastic level-creators. Many levels are trick-based, others are more about strategy and resource management, but they are all centered around puzzles. I personally don't mind open-ended levels here and there, but I did not miss them at all. The only minor issues for me are the lack of custom music and the sole concentration on the traditional tilesets - but that's not really a criticism, more of a comment. I'm really looking forward to play other packs by you if there are any. Great work, guys!
#10
General Discussion / Re: General Comings and Goings
June 18, 2025, 07:10:09 PM
I'm off for family-vacation for one week. Will be back on June 28th.
#11
Finally, the Scando-rank is solved. More fantastic levels here, some of which caused me real headache. This won't change now as I expect the final rank of the pack also the most difficult one. Here we go.

Spoiler
Impero

1 - Pizza Party

A great-looking level although only a small part acts as the playing area. I'm not too fond of the puzzle here as the solution is very finicky to execute. I solved it by playing around a bit - took me much longer than I thought.

2 - Satanorium

I bow. This is one of the best levels in played in the last months. Very hard, but brilliantly crafted. Several ways seem possible at first, but actually lead to nowhere. And even when I found the right approach, I couldn't make it work - until I saw where the use the second builder, the only skill that was left. I love how everything falls in line then.

3 - Lemgram

Easier than the previous one, but certainly not a cakewalk. The left side is a bit timing-dependent as only one builder is allowed to be used there. Otherwise either the crowd can't reach the miner's tunnel or the climbers will fall to death later.

4 - Shelf-Control

An exceptionally hard level. I ran into a lot of problems here. As this level makes use of compression, the player can't afford additional losses. Which means all five Lemmings from the middle entrance have to be protected in the beginning. So two of them have to bash simultaneously to the right while the other three must climb to the left. In two occasions, the compression is also timed which sounds worse than it is due to the slowness of the rope trap. Another critical point was the wise use of the three miners. Mining down a bridge is a standard-trick nowadays, but can still be overlooked even by experienced players if it's not demanded in an inflationary manner. Took me a while to see this here. All in all, a level that deserves its spot in the final rank of the pack for sure.

5 - Perfectenschlag

Significantly easier than the previous level. I assume I backrouted this one at least a bit since I had a basher and a digger left.

6 - Hypostyle Freestyle

Looks a bit chaotic, but is a pretty good, not too hard level. Biggest question that I had was how to bring the second climber into play since this is not possible at the left side. But two climbers are required to prepare the path to the exit.

7 - Crisis Management

The time-limit turns a hard level into a very hard one here. I feel the solution would be a bit more elegant and less hackish without it. It's not so easy to comprehend what I have done in my video since I gave so many orders almost at once. But this was the only way that worked.

8 - Forbidden Friendship

I agree with Kaywhyn here. This is indeed one of the best levels of the pack. The final trick is unlike everything I've seen so far. At first, I even had some problems to do something useful with the left Lemming until I saw that digging at the edge makes him survive the fall. Two things have been obvious: Only the climber can reach the exit, and only the non-climber can use the passage at the bottom (since the climber would use up too many skills there). From these points onward, it was fun to put the solution together - until the spectacular finish.

9 - Itineraire Touristique

Another favourite of mine. It's easy to save 79, but 80 as required is a different thing. Hardest question for me was where to place the blocker since he must be released later. So the purpose of the climbers (except the first one) was a mystery to me as well for some time. It's great to watch the crowd and escpecially the climbers walking back and forth and reaching their exits finally when everything was done correctly.

10 - The Lemmings Survey Corps

Very hard level which took me some days to solve. The intended solution is not THAT hard to figure out, but it's a real pain to get the mining part right. Because of this I can't say that this one is among my favourite levels. I'm also not the biggest fan of symmetrical layouts, at least when both sides are solved the same way. Still happy that I was able to crack this one finally.

11 - Funhouse Shmunhouse

This is indeed a fun level. As there are no terrain-removing skills available, all the obstacle have to be overcome by builders - they seem to be abundant, but that's a deception. In the solution I found, I used up every skill I had.

12 - Emeraldpunk 5047

Bit of a breezer for me here, but that's since I probably backrouted this level a bit. The hardest part was to prevent the crowd from walking out to the left. But I remembered a trick that I learned in Insane Steve's World, Chaotic 25 ("Just Stop the Bleeding"). The rest was easy-going.

13 - Honey, I Shrunk the Lems

Beautiful level, even though I don't like the title. I tried to solve it backwards, from right to left, but with no success - even with two climbers. Then I had the idea to spare the blocker by bombing the climber next to him. This gave me a floater back and opened up a new perspective. Now I could dig down earlier, making my way from left to right and finally release the crowd.

14 - A tad mad, a tad rad!

Oh my gosh, what a fantastic level. Easily one of the best I ever played. The hardest thing to see was how to bring the Lemmings up, when nothing else worked anymore. There were several times when I thought I had the level solved, just to fail by an inch. The only minor issue was the placement of the final blocker as it was tricky to catch a single Lemmings there (no one is allowed to pass by.)

15 - Against the Stream

At first, I didn't like this level so much as I thought I had to squeeze all the Lemmings over the bear trap. But then, the solution turned out to be pretty ingenious with the diggers having to be placed at the right positions.  It's a hard one, harder than it looks.

16 - Deus Ex Machina

A fairly quick solve. Somehow I realized that the bomber-pick up was directly in the fall line from the top bar, so I felt that it had to do something with the solution. I still had to play around a bit, especially with the timing in the beginning as the two builders need a head start and the blockers can't be used elsewhere. I love how everything falls in line here when done correctly. It's nice to see the two bashers at the top and and the bottom do their jobs in opposite directions, working simultaneously towards the culmination point of this level.

17 - To Protect and to Serve

The time-limit was no problem here, but otherwise this level was really challenging. The obvious thing was to let Lemmings climb both sides of the starting platform, but I really couldn't find a practicable solution this way. So I tried the right side only, at first with two, later with one Lemming only. I found my solution when I spared both of the bombers until the very end. Having compared it with others, it's in fact a level with multiple solutions. Squeezing Lemmings through traps to spare skills is a thing I often seem to overlook.

18 - False Happiness

Wow, that was a level...I had no clue how to even get close to a solution as I couldn't find a way to compress the Lemmings decently and turning a climber around with one blocker only.  But suddenly I had a flash of inspiration: Why not closing the gap with six builders to make the wall climbable? And it worked somehow.

19 - Agemo's Trials

For me, this one was even harder than the previous one. I'm not the biggest fan of this level as it's a bit of a trial-and error-thing. Also, the time-limit is too tight in my opinion. I mean there's no real time-limit here, but some kind of - the way to the right exit must be prepared when there are still 50 Lemmings left (2 above the save requirement). That's because two have yet to be sacrificed to get the pick-up-builder which is necessary for the three climbers to reach the other exit. Surely a well-composed level, but not quite my cup of tea. At least, I learned something new about the chameleon-traps here. Like that it takes three Lemmings (with a 99 release-rate and without the help of a floater) to make one pass.

20 - Horus's Reaching Hand

In good old tradition, the level of this pack is not the hardest. Indeed, for me it was one of the easiest levels of the final rank. That's proably because blockers are the most prominent skill here and there can't be done a lot with them. I still like this level a lot  - and that's because of the main trick which is really great. A worthy conclusion of this pack.

All my solutions can be found here: https://www.youtube.com/@Swerdis
#12
Hi Guigui,

your solution actually looks pretty clean to me. Well done! I think this one is quite an open-ended level. There is not the only one solution here and no real backroute as well. We both saved one over the requirement, but our solutions still differ a bit. I avoided the trap by bombing away the trigger while you bashed underneath it. This spared me one basher which I used for the barrels where you bombed your way through. I closed the gap while building simultaneously from both sides while you built from the right side only, starting a little bit deeper. And you built to the exit way earlier than I did. But I think our solutions stand equally side by side except this level was a relative quick solve for me. I found it much easier than "Star Trek" for example.
#13
The Proficio-rank is fallen which took me much longer as I wanted. Great and pretty hard pack so far. I expect the next one to be even harder, let's see how far I will make it.

Spoiler
Scando

1 - Cabinet of Curiosities

A cozy start. I had some minor problems in the end - until I realized that the digger, which I had left, had to be used in the first part of the level. So I swapped the digger for a second bomber and everything was fine.  Visually, a great level.

2 - A Time to Kill and a Time to Save

Actually a pretty good level, but a little harsh on timing - at least the way I did. Took me a bit to see the purpose of the bomber, though.

3 - Structure of Matter

Hard, but a fantastic and fascinating level. I especially love how some of the Lemmings have to be bombed through the steel to make the part beneath climbable. Also, resource management is absolutely important here.

4 - Newton's Cradle

Solution looks easy, but it wasn't at all. How to turn around a Lemming to mine out the crowd was very hard to figure out - especially since I followed a wrong approach at first, digging down with the first pioneer.

5 - Rickety Business

The devil's in the details here. These parallel bridges looked pretty wrong initially, but they later worked exceptionally well to delay an annoying follower. More experienced players know what I mean. Probably a bit of an advanced breather level.

6 - Silos & Stitches

Awesome basher-puzzle, another favourite of mine. I found out relatively quickly where to trap the crowd. And I also had the suspicion that I had to free the blocker on the starting platform from the right side. But it took me forever to see how to bring the pioneer from the left to the right side. I love levels which force the crowd or specific Lemmings to go back and forth - and this is a great example for this.

7 - Rooftop Run

Another great level. It's a not really a hard, but a deceptive one. That's when I thought I had it, I wasn't even close. The point is that the pioneer has to become the final bomber - as only one is allowed to be killed and there's no way to save the pioneer on his way to the exit. So in the beginning, builders have to be used that don't seem necessary at first - but are important later to help the pioneer back to his colleagues and pave them their way to the exit.

8 - The Diving Board

I remember a Lemmings Plus I level with the same title. Surprisingly hard level, even though it follows a similar pattern like the previous one. It would be much easier if two Lemmings were allowed to die. So in this case, the pioneer must return to the crowd, explode and save the blocker. Pretty ingenious, I have to say.

9 - Save Our Souls 

Another hard one though I got the basic concept quickly - using one from the left side to to climb up the digger's shaft. But since, the other way, one from the right side had to save those from the left, I thought I had to build across the exit from both sides. Which locked the exit and made one additional terrain-removing skill necessary which wasn't available. Also, since the digger and the basher have to arrive at about the same time within the one-way-block, it's also a timing-critical level.

10 - A Dream of Earth 

Visually, a great level. But it was a quick solve. While watching some videos afterwards, I realized that I avoided the main trick by using brute-force.

11 - Pareidolia

Very easy one and a first-attempt-solve. Still a nice level with three Lemmings only.

12 - Viaduc Caduc

Another excellent level. I had an early feeling that I had to use this main trick here - building in midair at the end of a digger-tunnel. What kept me long time away from solving was that I wasted a lot of time digging at the wrong side (left side) of the block which made the climbing-part impossible.

13 - They came at night

Second first-attempt-solution within the rank. I used the trick that a blocker can turn around a digger. A trick that is not well-known, so I think this level can be really complicated. But not in this case.

14 - 20,000 Lem Under the Sea

Great puzzle, I love levels like this. The right order is absolute key here, as only one climber may turn around at the right side by building a bridge into the steel block. Avoiding more climber-losses there was the hardest thing to achieve. All in all, not an overly difficult level, but again, a very nice one.

15 - Dos and dents

Easy level which uses the same trick as Scando 13. So if a player knows about the more obscure mechanics of a blocker, this one should be no problem at all.

16 - Take Five

Interesting level. With only one blocker I got the idea to catch the Lemmings from the right side quickly. Problem: I got two bridges, but only one climber left, so I was not able to save the final two Lemmings from the left pit. So only one Lemming was allowed to fall into this pit - the other Lemming had to build a supposedly pointless bridge between the blocker and the one-way-wall just to trap him there. Problem solved.

17 - Razing the Foundations

I thought this would be a quick one - until I realized that I was always one basher short in the end. That's because I treated the exit-part wrong as I built over it and bombed down to the bottom. Instead, I had to bomb and then bash into the bombers' hole. But also later, there is some amount of timing needed as the pioneer must not climb the tube right of the entrance since there are no floaters available.

18 - Hanging Gardens

The first problem here was to decide where the blocker goes. Trapping the Lemmings at the left or turning the pioneer around for the miner? When I had found a different way for the latter, I felt I was on the right track. But even in the moment the crowd landed safely on the bridge I thought I would fail as I was completely void of skills and I had no imagination how to pass the trap. The easy things are hard to see sometimes....

19 - Return to the Shire

Very easy and no challenge at all. But I think it's not meant to be solved like this, I smell a backroute.

20 - Precarious Guidance System

This was a fun level to play and a worthy conclusion of the third rank. While the basic concept with only one basher was clear, there was a lot of fine-tuning to make it work. Especially since parts of the path have to be constructed which adds a lot to this level. Great work again!

All my solutions can be found here: https://www.youtube.com/@Swerdis
#14
@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.

18 - Dual Flavored Swirls 

Great level, but a hard one for me. I tried a lot of different things here which didn't work and made me think that the solution is probably pretty messy. Which wasn't true at all.

19 - Convergence Disorder

Way easier than I thought. Maybe that was because I was on the right track here from the beginning - by not using the two bashers to bash both crowds out. In the meantime it seemed like the builders would run out, but this was not the case fortunately.

20 - Eclectic Power

Very hard level for me, one of the hardest of the rank and a taste of what's to come. Especially the bottom area was hard to figure out since what I did in the upper half didn't work there. Impressive level! 

All my solutions can be found here: https://www.youtube.com/@Swerdis
#15
Having finished Quest From Kieran recently, I didn't have to ask which pack to play next. Kaywhyn recommended Fiat Lem! to me and si I agreed - even though it's a relatively new pack which is still under steady supervision. The screenshots look very nice. Here we go.

Spoiler
Incipio

1 - Haute Voltige

Without any down-digging skill, this is not a trivial start at all. Took me a while to see that I had to go the far side. Nice level!

2 - VDNKh

Strange name, strange level. Pioneer based and very straightforward. Sprinkled-in metal blocks are a bit annoying, though.

3 - What the Frick Frack Patty Wack?

Metal blocks beneath a basher can vary the basher's direction a bit. That's what this level is all about. Can be a hard one for those who aren't aware of this effect.

4 - Sandstones May Break My Bones

Nice puzzler which looks easier than it actually is. Not sure if mine is the only solution, though.

5 - Formal Semantics of Modal Logics

Gorgeous looking level. I also like the twist that the Lemming from below prepares the path for the Lem above, but then returns to the bottom floor and exits there. Well done!

6 - Quid Pro Quo

Two-Lemming levels are easily the best. A marvellous solution that does the title justice. One word: excellent.

7 - Smells Like Team Spirit

I thought I played a level with this name already in a different pack. The third great level in a row. Especially the end with the meeting bashers that cancel each other out is pretty ingenious.

8 - As not easy as it doesn't look 

Hard level, probably a bit misplaced that early in the pack. I took the bottom route which felt very hackish and not intended.

9 - Brace Yourself, Fall is Coming

Easy level, but very nice use of the Dolly Dimple-trick here. I think it's the only way to get along with the relatively few amount of bridges.

10 - RELEASE THE KRAKEN

Visually a pretty impressive level. There's no real puzzle here, it's just brute force instead. In fact, the save requirement is very lenient.

11 - Bridges in the Sky

Not an easy level as well. Especially the beginning with the blocker on the bridge that must be released with a digger later is not easy to see. Another solid basher puzzle.

12 - Mountains

Things behave a little strange here as how the Lemmings walk on the water or climb the central obstacle. Tricky level, as, counterintuitively, the builder stops the pair from walking to the right, not the bomber or the basher. Another central element is the placing of the bomber which was the hardest to see. A good level, but not quite my cup of tea.

13 - Something Wicked This Way Comes

A work of art, this level. Another beautiful basher-puzzle which is a builder-puzzle as well as the positioning of the two bridges is key here.

14 - Architects of Fortune

Challenging one, to say the least. I like it, but it's certainly not everyone's taste. It was clear from the beginning that the solution must be through the central chain. The upper bridges must not protrude over the edges of the lower bridges - this was the hardest thing to do.

15 - Been There, Done That

Repeat of level 4, this time with miners instead of bashers. I tried to connect two pillars with a bridge to mine through both of them with only one miner, but couldn't manage to make it work. With this thought in my mind it took me a while to find the real solution.

16 - Novelty Act

This level is centered around a pretty unique trick I haven't seen like this anywhere before. Fortunately, it was not too difficult to figure it out, so I had a quick solve here.

17 - Paucity

At a first glance, this level may look hard, but it isn't at all. Bringing the Lemmings down to the bottom is the trickiest part - one bridge is enough for doing so.

18 - Ethereal Refinery

Great level! I normally don't like spamming the same skill over and over again, but in this case it didn't bother me for whatever reason. I had a shortage of floaters first, but I overcame it somehow and even spared some skills.

19 - Convoi Prioritaire

Others have praised this level before me and I can only agree with them. This one is a piece of art (not visually, but the solution). It's not a particularly difficult one, but things don't have to be hard to be beautiful.

20 - Graph Theory

This is the other side of the medal. An annoying level, my least favourite of the rank. It can't be solved through logic and is just try and error. To keep things clear, it was the first time ever that I took a pen and a paper to note down all the paths that I already tried and which led to death. So it was just a matter of time to solve it.

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