All of these things combined is what makes me think the talisman makes it difficult for the first level of the new pack update
However, the next level is much worse in this regard IMO (see below)
Several things make this a very hard talisman: it requires some advanced maneuvers, such as turning a laser with a blocker, but I think the most critical one is interrupting the laser at the right point in order to make a turnaround point, and to do the latter you need to shoot it at the right spot, at a point where there's a slight rise in the terrain at the pipe join. Before I found this solution, I kept running out of lasers, though I suppose the visual terrain clutter in the pipes being a clue as to the blocker placements should had lead me to the laser/blocker trick much sooner. Even after the tip Icho gave of being short on shimmiers, I still struggled a lot with the level, eventually getting to the point of also being short with shimmiers, until I remember the laser turnaround mentioned earlier.


Still a nice level here introducing the Grim graphic set, though it's quite minimal since there's plenty of things we haven't been introduced to here, such as the various traps, several of which are quite disturbing and graphic 
I like how the teleporters are all labeled with a symbol so you always know exactly which receiver each leads to. Nicely done, and it was especially fun to figure out the talisman where neither builders nor walkers are allowed!
It's still pretty fun to try and figure out how to get around the builder supply shortage! 
Well done with this level, I really enjoyed it! 
Still, I generally like talismans that prohibit any or all constructive skills a lot! 

Anyway, not difficult in any way even with the talisman, though it got trickier as the level went on, when I found myself struggling with how to not use more builders than you're allowed for it. I love the treasure chests for buttons to unlock the exit, which is a ship rising out of the water!
In any case, nice first level by tan x which I enjoyed playing and solving!
Nicely done, and if you want another great example of one in a Lemmings level, take a look at Pieuw's level in Fiat Lem!
Talisman luckily isn't too difficult or tight at all given the amount of cloners to allow for a comfortable margin. Nice level design!
It's the type of level I tend to struggle a lot with when playing and solving them. In the end, I spent much longer than was needed due to not realizing that getting zombies off the Lemmings' tail is much simpler than I thought. It just comes down to there's a critical sweet spot of making a splat fall for the zombies and then temporarily making it safe for the crowd and then making it safe by digging at the top and cancelling with a shimmier, and as long as they're sufficiently ahead of the trailing zombie then they're all make it to the exit before they get infected. This of course required that the Lemmings are tightly bunched up to make it easier. Nice level nevertheless and I forgot to mention it in my LP, but I think making it clearer that it's an anti-splat pad on the right side is a good idea 
It's also hard to figure out how to get to the upper left button and the slider back to safety later on, as the talisman just requires a save all, particularly since only the slider will be able to reach the button that's almost right above the exit. Well done with this level Dexter!
It really isn't as difficult as it appears, even with the talisman. I spent longer on the level than I needed to only because I didn't realize sooner to send 2 climbers over to deal with the zombies
Before I came to that realization, I kept trying to figure out various ways to try and avoid the impending zombie threat if they try and come over via the portal. It also took me a while to figure out that only a digger is needed to get everyone to the exit, as a basher isn't necessary if you dig at the right spot. It took me a while to get the timing right to platform the gap up so that no one slips by while the gap is being sealed up. I wonder if there's a much easier way to do this than the way I did it
Guess I'll have to check tan x's solution here
I really like the added skeleton on the far right! Certainly adds to the already spooky atmosphere of the Grim graphic set!
Because of the various objects, it makes it very difficult to keep track of what skills each Lemming has. There was apparently one attempt where I missed one drowning and hence ruining the talisman attempt
Thank goodness for being able to assign a hotkey that one can press in order to see what permanent skills the Lemmings have
I like the touch of the pirate ship trap close to the exit
Regarding the talisman, despite walkers not being allowed in contrast to Steady 2's, which allowed you no more than 1 walker, it's luckily not much harder. The level itself is already pretty difficult even if you allow yourself walkers because of the chaotic level design as already mentioned.
I did run into digger shortage problems, but only because I didn't realize that it's not necessary to use the digger at the start for the crowd to go through the bottom. It's not possible to get them back up to the exit later on anyway
Sounds like I did it very different from either Armani or Plodderuk with handling the pre-assigned shimmiers, as I released them all with a walker skill, which is all you're allowed for the talisman. The challenge then was to figure out how to get them all down safely without running out of diggers. Luckily, there are enough lasers to use as delays so that they don't slip by the digger when digging inside a laser tunnel. I especially like the part of lasering through the OWWs to both release the crowd and to reach the exit. Still a nice level here by tan x!
I didn't do that for my solution, as I just avoided the upper left button until the very end, and then once the neutral zombies were disposed of, I was able to reach the former locked exit safely with the ones that are still able to reach it. With some optimization, I probably could had saved way more, but by that point a lot of the Lemmings are too close to one another to be able to platform up the gap in the bottom right so that plenty of them slipped out before it was sealed off again. I like the concept of the blocker neutral zombie infecting the other neutrals after the neutral blocker exits after the hidden balloon exit is unlocked. I didn't realize that was hidden balloon exit until after I had gotten both of the buttons though. I was wondering what that "1" was! 




Finally, the music pack used for SEB Lems Classic is also quite ace IMO
Well done to Flopsy on all of these areas, and I can highly recommend players give this RetroLemmini pack conversion a go, especially if you fancy playing Lemmings content the traditional way with just the classic 8 skills, especially the native high resolution graphics RetroLemmini uses, though all engines in the Lemmini family come with them
In my defense, I have played way too many Lemmings custom level packs in the last several years that it's pretty much impossible for me to remember where every level comes from. Not to mention my memory isn't as good or as sharp as it used to be 

Plus you're not the only one who's done this. GigaLem was infamous for this in his really old level packs when it came to the L1 Marble exit. Hence my remark to you of pulling a GigaLem
Bittersweet 2 - Vertigo feels pretty difficult for its position TBH. It feels more like a late Bittersweet level rather than being so early as it currently is. Still, a great level.

I think the only thing I wonder about here is why Stormy 9 - Leaving Behind All We Know... is a 10-of-everything vs an 8-of-everything which it is in GGF. No worries though, I'm just curious here as to why 2 extras of each skill
On the flipside, this does at least make 100% possible, unlike in GGF

Probably a bit too precise, though maybe I made that part a bit harder than it needed to be? 




[2026-11-01 15:17:26] ␃18␈<␈Flopsy␃18␈>␈␏ redacted
[2026-11-01 15:18:03] ␃20␈<␈SilkenHealer␈>␈␏␃99 no␏
[2026-11-01 15:18:13] ␃20␈<␈SilkenHealer␈>␈␏␃99 as in no dont assume that␏
[2026-11-01 15:18:33] ␃20␈<␈SilkenHealer␈>␈␏␃99 I was just about to reply to you "probably yeah"␏
[2026-11-01 15:18:39] ␃18␈<␈Flopsy␃18␈>␈␏ redacted
[2026-11-01 15:18:51] ␃20␈<␈SilkenHealer␈>␈␏␃99 i wasnt at my pc for the last hour␏
[2026-11-01 15:19:25] ␃18␈<␈Kingshadow␃18␈>␈␏ I'll consider it based on if other people are interested.
[2026-11-01 15:19:34] ␃18␈<␈Flopsy␃18␈>␈␏ redacted
[2026-11-01 15:20:01] ␃20␈<␈SilkenHealer␈>␈␏␃99 Sorry I have my IRC client on all the time even when I'm not at my PC␏
[2026-11-01 15:20:12] ␃20␈<␈SilkenHealer␈>␈␏␃99 I've literally just got back on my PC lol␏
[2026-11-01 15:23:51] ␃20␈<␈SilkenHealer␈>␈␏␃99 So yeah my answer is gonna be a "probably yeah"␏
[2026-11-01 15:24:54] ␃20␈<␈SilkenHealer␈>␈␏␃99 Due to feeling depressed and not really in the mood for any games or anything lately I can't give a 100% yes.␏
[2026-11-01 15:25:17] ␃20␈<␈SilkenHealer␈>␈␏␃99 But I played the Lix last month anyway and the Jackbox after despite feeling depressed and I think it was a wise move in the end␏Quote from: kaywhyn on November 01, 2026, 06:32:50 PMOther than that, I'm interested in another session shortly after the last one which for my very first one I absolutely enjoyed!Glad you enjoyed the last one hope you like this one.![]()
Quote from: WillLem on November 01, 2026, 03:58:40 PMI'd be up for that, of course. What sort of contest?