Alpha 1 -
The Locked Room Mysteries Nice level to start off the rank. I'm aware that it should be possible to save everyone, I just didn't bother to because honestly the repeated digging and cancelling to get through the OWW is a bit annoying to me.
Alpha 2 -
Unfriendly Neighbours Another nice one, if one that looks more challenging than it actually is. Really once you find a way to get rid of the zombies, the rest is not a problem. Here, I simply made a containment pit inside the wall

All it took was two sacrifices.
Alpha 3 -
These lemmings and those lemmings Funny how I first tried bombing through the OWW, only to reject it too quickly and decide to approach the level another way. Then I watch Swerdis' solution and finds that all the time I spent could had been much less because bombing through does work after all. So, lots of overthinking on my part and being a big dummy and not realizing for a while that I can save a lot of platformers by sliding and then shimmying. Even then, this was a really interesting puzzle if you decide to take a non-linear approach. Challenging but has lots of very interesting ways to go about it.
Alpha 4 -
Crowd Control It's obvious what needs to be done here, executing and getting it to work is difficult and can be maddening. Indeed, I had trouble making a narrow enough containment pit and finding an RR that works to compress the lemmings enough to minimize losses to the vine trap. Almost reminds me of Delta 9 in a way, except this one is far easier due to the generous skillset.
Alpha 5 -
Thick and Thin Very nice and interesting puzzle involving an entrance that's both a preassigned climber and slider one! Very nice puzzles in various areas, especially the middle and juggling with keeping everyone safe if trying for the save all. The exit area can be the most problematic due to infamous nature of sliders going out the wrong way, but it appears the key here is to max out the RR at an opportune time so that no one gets blocked by the platformer bricks and then can't be saved.
Alpha 6 -
A Sorting Problem Yup, I think you succeeded with making this a really hard level by swapping some entrances here. It's quite obvious here that the swimmers need to use the bottom right exit, but how to do that when it's right where the floater hatch is makes the level hard. I had to use some delay and stalling tactics to get a floater ahead of the swimmers in order to make it the last one to exit the top middle exit. I also cut off the builder staircase and made a tiny pixel gap so that it can be sealed off again with another builder before any floaters fall through to the water while letting the swimmers through first before it gets closed off. I certainly like the level for its concept of 4 entrances all with a different permanent athlete skill though! This level reminds me of a level from the NL Introduction pack involving a very similar concept!
Alpha 7 -
The Big Dig Not much to say here in that this nearly a complete breather even this late in the rank. The hard part and main obstacle is the potential time cruncher. It's funny how I didn't realize bashers aren't provided, but I can understand why, as it would have been very straightforward otherwise.
Alpha 8 -
Equivalent Exchange This was a difficult level for me, but once again it's a very interesting puzzle. I love how there's two specialist groups here, a preassigned glider hatch on the far left, and a preassigned floater hatch on the far right. It took me a while to realize that only floaters can access the left exit, although it's because I was wondering how to get down there if a laserer doesn't allow one to come from the right side due to the angle. I pretty much took a bottom route, in contrast to Swerdis, who took the top route pretty much all the way. Thus, the level is quite interesting for how there's multiple approaches to this level, one of which I didn't consider that Swerdis found.
Alpha 9 -
Fun with Lasers Love how it's a builderless level, and the main challenge is figuring out how to go about the level with laserers as your only skill to destroy terrain and the rest of the skills are athletic ones. It's important to realize there only the top entrance can access the right exit, as it's impossible for the bottom entrance to get up there due to the gap where they are. No possibility of using terrain to get around that with them. Very nice laserer level, although honestly I'm not all that enthusiastic with laserers being in stable NL. It feels too "futuristic" and thus has no place in NL IMO. Its place in L2 is fine though.
Alpha 10 -
Escape from Zombie Island Nice level to finish off the rank. Once again, I'm not too much of a fan of repeated digging and cancelling to get through terrain. Here, I managed a save all by containing the left zombie hatch between stackers where they can't get to the regular lemmings, while for the right entrance I simply bashed and platformed high enough to avoid them. Other than the repeated digging, it was fun working this one out.