1
The Locked Room Mysteries - A good level to set the tone for the rank; multiple possible solutions but very non-trivial, and in fact quite a challenge. I couldn't get the talisman for this one, but managed a 39/40 solution.
2
Unfriendly Neighbours - One of my favourites. Simple map reminiscent of
ONML, and several different possible solutions. Again with the talisman, I can't quite see a way to save the lem that lets the zombies through. I'll keep trying.
3
These Lemmings And Those Lemmings - You can mostly brute-force your way through this one, but I like that it introduces pre-assigned skill hatches in a fairly open-ended environment, as this format presents bigger challenges later in the pack.
4
Crowd Control - Took me a while to realise that this is a compression method level. I PM'd you to say that this level is too difficult for a first rank, but tbh the levels increase in difficulty from here onwards anyway so I take it back.
5
Thick And Thin - I really enjoyed figuring out how to save all of the lems in this level. It took me a fair few attempts but I got there eventually. The pre-assigned sliders make this very tricky; whilst playing this, I learned that shimmiers transition to sliders, something I was unaware of previously!
6
A Sorting Problem - Another one of my favourites; I love that the challenge here is to find a way to group the pre-assigned lems together so that you can send them to a particular exit. I very likely overdid this, especially given that there is a way to do the level in 1.5 mins (my solution takes well over 3 mins), but it was a lot of fun and very satisfying to finally solve it!
7
The Big Dig - This may be the first backroute solution; saved all 60 and got the talisman with a brute force hack.
8
Equivalent Exchange - This was my first no-solve, but I came back and had another look at it; when you really look at how the other skills besides the platformers and laserers can be used, it helps to unlock the solution. I'd say that this is one of the least open-ended levels in spite of its generous skillset, since the map really only allows one possible route for each group. A good challenge though, and satisfying to figure out.
9
Fun With Lasers - By far the least open ended level, but very well placed. By now, the player knows shimmiers, sliders and laserers quite well from having seen them in the previous levels. This was another one which I had to skip over, but later returned to it and was able to save all but 2 lems. I'd suggest removing the limited exits from this level unless they're absolutely necessary, since a save-39 is possible with regular exits.
10
Escape From Zombie Island - By far my favourite level in the rank. A not-too-difficult zombie level and a great way to round off the group
The lack of destructive skills makes this one very taxing; I'd like to see the intended talisman solution tbh, because it really does look impossible! At first I thought it might involve using Stackers to continue the Basher, but that would likely take way more than 10 Stackers and it would also take the Basher lem in front of the exit.