Demented 1 -
A God's task Nice and easy no terrain level with infinite amounts of all skills to start off the rank.
Demented 2 -
Aerial bombardment Nice puzzle that requires some thought and timing on how to get rid of the zombies.
Demented 4 -
Rest for the Wicked Much more interesting than the original version with a nice solution.
Demented 5 -
Under the bridge Nice tricky puzzle with a nice solution. Some thought is needed on how to contain the crowd, as well as realizing that the swimmer pick-up is a red herring
Demented 6 -
ElemEnts This was also a nice tricky puzzle, especially with how to get the bottom crowds up to the exit. There's likely better and easier solutions than what I did, though. In particular, I avoided the slowfreeze completely, so that probably made my life a bit harder on this level. I do like how each entrance spawns a different special group: top left gliders, bottom left swimmers, top right disarmers (even though there's nothing to disarm in this level), and bottom right climbers.
Demented 7 -
Shallow water. Diving prohibited Nice reference to the warning that swimming pools display at the shallow end. Harder than the previous two levels. I initially tried to make them move downwards with stoners to avoid the clam trap, but after a while I gave up on that and simply relied on compression to pass the level

Demented 8 -
AlLemhu akbar! Probably one of the few levels where players will be so glad for timeless bombers, as each bomber has to be used right when the lemming touches the wall.
Demented 9 -
Make yourself useful Wow, I like this level a lot. Really cool concept of releasing the right zombies in the right order with a bomber so that they can clear the path for the regular lemmings. In particular, releasing the swimmer zombie to provide a stepping stoner for the left-most zombie to detonate the trap and clear the way for a regular lemming to hit the button, and releasing the disarmer zombie first to allow the climber zombie to detonate the trap to clear the way for the top button. Once that's done, the rest is easy.
Demented 10 -
Can you get it for me in time? Nice race against the clock combined with collecting the pick-up skills in time before either lemming is in danger.
Demented 11 -
We're falling left and right The last of the infamous WAFD versions for the Paralems pack. Not that much different from the version in the previous rank concept wise, where instead of a splitter a cloner is used multiple times on a right facing lemming. Then the same solution as usual applies. Again, cloning several times is really old long before this point.
Demented 12 -
Attack of the Clones Not sure if my solution is intended, particularly since I avoid the radiation completely and that the timer is long enough for the lemmings to exit before they can explode.
Demented 13 -
Only over their dead bodies I really like this level as well. The main challenge is getting one zombie to use the radiation to blast a hole in the thin floor, while the other zombie avoids the radiation and uses the slowfreeze to provide a stoner stepping stone for a lemming to platform to the exit. Nicely done!

Demented 14 -
It's Raining Lems - Hallelujah! Ugh, again with the repetitive assign a floater to every lemming

Here, I did it just like that one level from Lemmings Revolution where pause is disabled. Easy and short level otherwise.
Demented 15 -
Let Down Your Lems Obviously the title is a reference to Rapunzel and her long hair. The concept here is cool, but ugh, the repetitiveness of stoning to make a really nice long, high stoner staircase. Here, I worked on both ends. That part is easy to figure out, but it's still a tricky level trying to figure out how to get one of the bomber pick-ups and avoiding the rope trap.
Demented 16 -
Break my fall Well that's not cool hiding the anti-splat pad. Luckily, it's right below the splat pad, and it's still probably easy to figure out that something else must be going on considering no gliders or floaters are provided. Still a nice puzzle. Not sure if my solution is intended, considering I have some leftover bombers and stoners.
Demented 17 -
Detonate on collision This seems like a really bad backroute, considering all that's needed is one lemming to use the radiation and timing it to glide to use the correct updrafts and bomb a hole in the right place in the wall. Then again, it probably is intended and the rest of the skills are decoys.
Demented 18 -
Halt the execution In contrast to the original version, this is a way more interesting level where you need to send one lemming each to save both splat hatches before you lose too many lemmings to splatting. There might be better and easier ways than my solution, though, considering that I was being quite wasteful with my builders.
Demented 19 -
Maze of omnipotence This seems like a backroute, but I'm not sure.
Demented 20 -
The Lempire strikes back Not sure what the purpose of the zombie horde is for, considering they were absolutely no threat. Also, I'm not sure if my solution is intended, since I have so many skills leftover.
Demented 21 -
Isla de Muerta Very interesting variation of the original, where this time the regular lemmings spawn on the far left and right entrances, while the zombies spawn on the central island instead of the other way around. The zombies are no threat at all, considering that you don't even need to build past them, so the challenge instead is making sure you don't lose too many swimmers to the deadly edges
Demented 22 -
No idea what you're thinking of Not sure what the purpose of this level is. Inverted terrain maybe?
Demented 23 -
Parkour of pain Nice puzzle. Not sure what the cloner is for.
Demented 24 -
Lake of the Dead Not sure if my solution is intended. The sound of swimming zombies got very annoying after a while, but I probably brought that on myself considering that I 99ed the RR pretty early while the path was still being built.
Demented 25 -
Six heroes, one destiny Nice easy puzzle to round off the last of the plain levels before the final 5 of being special in some way.
Demented 26 -
Trust no one Is this the ultimate trolling level you were referring to in the OP? If so, I say it wasn't that bad of a level, considering I solved it in just a few minutes. I initially took the top, but ugh hidden traps once more! Also, not sure if the lemmings are supposed to survive the hidden fire pits in the basher tunnel. With the exit visible and the pre-text for the level, I figured that it had to be fake steel, and indeed it's nice that my speculation was correct when I was able to dig through it. Once again, I didn't activate CPM at any time while I was playing this level just to see if the level really lives up to its trolling potential. So, I'm probably one of the few people where this level didn't make me rage at all despite not having used CPM.
Demented 27 -
You can't even The level in the pack where no skills are provided and the only thing you can adjust is the RR. This one took me several tries and a lot of trial and error to determine the optimal RR. In several attempts I was short 1 lemming due to the time running out. Some more tweaking and then I was slow by a second. Then I finally succeeded and ended with 4 second remaining.
Demented 28 -
Dark fate of Atlantis A level that's entirely underwater, a reference to the city of Atlantis sinking. Ugh, not only did that hidden trap take me by complete surprise, it also annoyed the heck out of me. I initially used stoners to push the swimmers down to avoid the needle trap. Also, I thought the exit on this level was busted for a really long time. I was so confused when the lemmings wouldn't exit when they were swimming on top of the water right where the exit is. I even tried making a stoner staircase and having the lemmings walk to the center at the top of the exit, and they still didn't exit. After a while, I activated CPM just to make sure what I was trying to do was really the goal/exit. Indeed, CPM is of absolutely no use here, as you can't even see the trigger area of the exit. I remember I was about to report this level as broken to you, but I'm glad I played around with the level some more and was finally able to get them to exit. Turns out the trigger area is really down there where the floor is.
Demented 29 -
IT'S FEEDING TIME! Ok, I definitely made the solution a bit more difficult than it needed to be. I think in Old Formats it's possible to disarm traps while platforming/building, but in New Formats it is not possible to disarm, so there's definitely inconsistencies between Old Formats and New Formats. Then again, I believe that happened in a United level, so maybe not completely inconsistent. Somewhat nice looking level with an abundance of traps everywhere. Even then, what makes this unique as part of the final 5 levels of the pack?
Demented 30 -
Winter is here Ok, not sure if you intended for the player to find some way to kill all the zombies so that the regular lemmings are completely out of harm's way before forging the path to the exit. I guess the 80 RR was just right to still get the zombies killed by the icicle trap, as the second nearby zombie nearly gets by without getting killed. Even then, the time limit is quite tight if you wait for the glider zombies to die first. So I guess what makes this level unique for the final 5 levels is how it's full of zombies?