Hellraiser 1 -
The Lurking Fear Nice level to start off the rank and one of my favorites!

It's pretty much the same thing done twice. I love the use of a stacker to make a splatform for the crowd. Skill placements are somewhat precise, especially the blockers, but that's also a nice trick with using a nearby bomber to release them
Hellraiser 2 -
The Ol' Switcharoo Not too hard of a level, although it can still be a bit confusing to think through the level as to how the solution should be. This one definitely reminds me of that one level in LemRunner in the Gear World rank involving something similar with releasing zombies in order to be able to get to the exit safely without going out to the left on the lower part of the level to drown. I think my solution ended up being more or less the same as Icho, so nice to see that that's supposed to be the way to solve this level

Hellraiser 3 -
We all float down here Hard one. The start is hard to figure out, as well as figuring out how to the get the pre-placed swimmer down safely in the area right near the entrance. It took me a while to see that a builder and stacker is necessary to prevent the swimmer from splatting. Even though I struggled here, this is quite a nice level!

I really like how everyone plays a role in helping the pre-placed lemming get down safely to the exit, as he is the only one that can access to the exit due to being a swimmer. I think my solution is only slightly different from Icho's? I can't remember right now.
Hellraiser 4 -
It is a mystery This is probably the first backroute of the pack? I think Icho doesn't use the stacker and stoner trick that I used to extend the digger, but if the intended solution does involve that, then that's the first time I've seen it required in any custom level. Even then, I didn't have to get either the platformer or the fencer pickup, as I simply got everyone to the right side to get to the exit. There is some timing needed here, as it is necessary to get the digger to push the button to unlock the exit before anyone dies to the trap right by the exit.
Hellraiser 5 -
I want to get off Mr. Bones' Wild Ride Another favorite of mine! For some reason, it took me a while to see how to get a worker lemming over the top, as it took some time to realize to stack and then stack after getting on top and then cloning him. I love that builder to extend the fencer trick! I also love the part of the solution of shimmying over the top and then digging so that he can get down safely to make a landing platform/splatform for the crowd, as there's no safe way down otherwise. Once you do realize this, the only other hard part is knowing when to release the crowd so that you don't lose too many. After doing so, you just have to endure the losses as the final two gaps are platformed. It might be possible to release the crowd by fencing later, but I'm not sure if you won't be able to save enough this way.
Hellraiser 6 -
The Floating Forest Probably another backroute here, as I don't collect the platformer pickup at the top, but then again it might just be one to solve in any way you can with whatever pickups you think are needed. Very nice level nevertheless, and certainly not hard at all thanks to the very low RR and generous save requirement.
Hellraiser 7 -
It Crawls As mentioned in the LP, I like the solution concept of getting the pre-placed shimmier over to the right side of the level, but unless there are much easier ways, the solution is quite frustrating to execute. Honestly, I would probably add another miner to ease up on the precision needed, as most of the time it's very easy to place the miners incorrectly and it won't be wide enough to keep the shimmier going. They both seem to require very pixel precise placements, but that's also dependent on the pixel precise placement of the bashers too. Also, the miner going to the right needed to be saved, as I wouldn't be able to save enough. I also could had saved up some builders had I delayed the other one with some so that he doesn't catch up to one making it to keep the shimmier going. This is the level I definitely spent the longest out of any other level in the pack, about 4-5 hours, 2 hours of which was spent on the second LP video with more attempts at it

There's definitely no justification for that at all, other than how I was very determined to try and get the level solved so that I didn't have to switch to off-camera time to do so, but alas I couldn't do it and just gave up in frustration after the solution kept failing due to constantly rewinding and readjusting the skill placements and possibly even some long waiting

Hellraiser 8 -
Mirror Mirror Easier than the previous level and another nice one. This is the first time I've seen the teleporter objects for this tileset, but I really like how they're in the form of a mirror and the sound effect it makes. It's really just about managing everyone carefully so that no one slips by the teleporters when they aren't supposed to. RR manipulation appears to be necessary to achieve this to an extent, as well as to avoid running out of time. I really like the overall solution, as well as the sense of urgency with the time limit

Hellraiser 9 -
The Lemityville Horror To finish off the pack, we have what appears to be quite an anticlimatic one, where it is quite easy for the final level. Either that or it's just one huge backroute, if anything can even be considered one in this pack. I nearly one-shotted the level too!

I know there's two exits, but I simply got both crowds to use the bottom one. Even with the time limit, not a hard one at all. It's also not too tight, either.