Lemmings presents GOTTA GO FAST!!! v2.00 [Difficulty: Medium - Very Hard]

Started by Flopsy, September 16, 2021, 11:04:12 PM

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kaywhyn

The 7th and final main rank Chilli Dog has finally fallen after a lot of struggling and hence I have earned the "coveted" chili dog! :thumbsup: Replays attached and of course more feedback :)

Chilli Dog Rank Feedback

Being the final main rank of the pack before the two bonus ranks of Encore and Toolkit, Chilli Dog contains the hardest levels of GGF. I definitely agree here that near the end of the pack is harder than Seb Lems, as Chilli Dog is pretty Rapture and beyond difficulty. Even though I had an easy time for the most part in the early ranks and was showing signs of struggling starting with the Super Sonic rank, I had even more trouble with the Chilli Dog rank, throughout the entire rank. Nonetheless, these were really great challenges and there are still some standout levels here! :thumbsup:

Spoiler
Chilli Dog 1 - Flopsy verses The World Excellent level to start off the rank and not too difficult either despite the 2-of-everything skillset :thumbsup: As mentioned, I'm sure that's a typo with "verses," where it should be "versus" ;)

Chilli Dog 2 - Stop the Press! Harder than the previous level but another great one! As you have noticed, I figured out the solution fairly quickly here. Luckily the talisman didn't need too much tweaking from my non-talisman solution, but there was still some things to be careful of, such as making sure climbers who aren't swimmers don't go out to the left for the buttons.

Chilli Dog 3 - The Gonalston Crossroads Very hard level, though the hardest part of the solution is the beginning of how to contain the crowd while not using too many skills. The rest of the solution I was able to figure out quickly, as you've mentioned. I struggled even more with the talisman, though that's simply due to how I didn't figure out the correct spot to do the containment. I believe it normally doesn't work with digging and bombing at a 99RR, but rather it uses the vague mechanic of the extra distance fallen from the entrance in order to be able to contain every Lemming but one if you dig immediately below the entrance. Nice solution but wow I would probably say a little too difficult for its position considering all the precision that's needed for the level and solution ;)

Chilli Dog 4 - Let's Go Rock Climbing! Much easier than the previous level though still not easy by any means. Somewhat difficult but it wasn't too bad. This is the first level where I don't have the original video footage due to foolishly thinking OBS was recording but it wasn't because I forgot to change it back to the hotkey I use when I was recording my post-commentary for the Chilli Dog 3 talisman. In any case, there are two replays attached, the one with the earlier timestamp being the original, but the solutions are more or less the same as one another. The very lenient save requirement makes the level much easier than intended ;)

Chilli Dog 5 - Whodunnit? The second and last level thus far where I don't have the original video footage. I struggled longer with the level than you actually see in the LP, as I also fiddled around the left side to try and get up the level with a bit of success but ultimately one in which it won't work because of running out of skills. The level was still not figured out when I wanted to "pause" the recording and that's when I found out to my horror that OBS wasn't recording at all :forehead: In any case, it would had likely taken me another 15-20 minutes or so before I finally figured out the solution. This level received a backroute fix last month before I started my LP and now it finally all seemed properly patched up! :thumbsup: Excellent solution and I can definitely see why you consider this one of your favorites, as this too is one of mine :) Love all the preplaced builder staircases and stacker!

Chilli Dog 6 - Buzzkill Can be a difficult level but it's not too bad, especially if you make use of the swimmer, but apparently much harder if you don't (talisman). I completely underestimated the difficulty of the talisman! :forehead: It was pretty fun and enjoyable to figure out the best way to go through the level while also trying to be efficient with the skills. The main challenge was getting through the level with only platformers and stackers as your main constructive skills. The digging destructive skills are also pretty limited, so skills have the tendency to run out quickly.

Chilli Dog 7 - Round and Round and Away We Go! One of my favorites! :thumbsup: The hardest part was figuring out how to get everyone down safely, and getting up the narrow corridor to the exit can be tricky as well. I really love how all the solution comes together as you can logically deduce it piece by piece! :)

Chilli Dog 8 - Pedalpusher Very hard but an excellent level and yet another one of my favorites! :thumbsup: The solution is a little precise in some places, though I believe this is just another case where I made the solution more complicated than it needs to be :laugh: The diggers especially can be quite difficult to figure out where they go, and the beginning has a really good red herring of making you think you need to bomb both trap triggers away when you only need to bomb the one on the right away. Bombing that and then bashing is not easy to see at all! Same thing with digging at the top so that you avoid using a builder. Well done with this level! :)

Chilli Dog 9 - The Panic Room I thought this level would be difficult due to there being zombies, which is a type of level I tend to struggle with a lot when playing and solving them, but it really isn't that hard. I ended up being stumped here, though that's because I overlooked a lot of basic stuff :forehead: In particular, I thought the miner would be involved in some complicated setup, but no, it's not. It's just used to get the higher of the bottom entrances up, while the bottom right can simply be released with a digger with the help of the stacker. Nice use of bashing to release the top right entrance, where I initially thought it was a blocker under the entrance and then dig it free with a faller from the hatch. I believe in this way you end up losing more than you can afford. Nice level and yes I agree that it's surprising that this level stumped me :forehead: At the same time, I wanted to get a gym workout in before my local gym closed, hence why I ended up stopping the recording early, as I would had kept going otherwise if it wasn't already close to closing time :P

Chilli Dog 10 - One Of Us Has Split Personalities Somewhat challenging, though I had pretty much all of the solution figured out somewhat quickly, with the only part wrong being the exit part, where I incorrectly thought it was a reverse miner. I also kept fiddling around with the middle area in order to prevent the climber from going back to the left and drowning, but no matter what a hole was always made, even if you fill it up with a stack and then fence through it to make it steppable for the swimmers. The correct way for the exit is digging for the swimmers to step up and then fence to reach the exit. Can't believe that eluded me for a while! :forehead: Nice challenging level and puzzle with figuring out how to get each of the two swimmers and two climbers out of their predicament and to the goal! :thumbsup:

Chilli Dog 11 - Madame Lemga One of the hardest levels of the rank IMO, though my solution is way more complicated than it needs to be due to how I brought all of the crowd along and hence I needed the right timing and space to do the middle area with just the lone stoner pickup. That was the part I struggled with the most as a result, though the level in general is just hard to figure out with where the skills other than the constructives go. Another approach I tried was with a lot of RR fiddling, which would work, except the climber who releases everyone with a stack would get himself into danger by walking into the trap on the left. Yet another approach I tried was a unique one with releasing everyone with a stoner in the middle due to how some of the stoner terrain can appear a bit above terrain so that everyone can step up into the miner tunnel when destroying the OWW, but again skill shortage problems. Nice level, but wow, a pretty hard one! A lot of things look like they could work but they don't.

Chilli Dog 12 - Detonator Much easier than the previous level but still no pushover. It wasn't too difficult to figure out the solution, though I still needed to optimize some parts in order to not run out of skills. The digger placements can also be pretty annoying due to how really precise they need to be in order to be able to bomb through both sides of the OWWs. Other than that, this was a somewhat enjoyable level to play and puzzle through ;)

Chilli Dog 13 - My Own Worst Enemy The solution is pretty obvious for the most part, it's the execution that's the main difficulty and challenge IMO. The start is quite similar to Chilli Dog 3 in that the 99RR makes it quite difficult to be able to contain the crowd and the really tricky terrain you need to work with. As was pointed out to me, my solution is much harder than it needs to be due to being timing heavy intensive and luck with getting everyone past the stack at the end. The talisman was where I raged thanks to that one freaking Lemming who decides to not get past the stack like everyone else did! :devil: 

Chilli Dog 14 - Lemon Flavoured Rice Pudding Not as hard as it looks despite appearances, though the time limit can be a problem if you allow it to be. If you multi-task even slightly, you should be fine, though the one must appears to be to work the water gaps simultaneously in order to even be able to beat the clock. Here, I thought the talisman would be pretty difficult to obtain, but luckily it wasn't too bad and once again just needed a slight tweak to my non-talisman solution. Nice level and design here! :thumbsup:

Chilli Dog 15 - Pseudologia Fantastica v2 Much harder than I expected! A lot of the time, I thought the double basher would be too wasteful at the start, so it took me a really long time before I finally found an approach that works. For both talismans, luckily my non-talisman solution just needed a few minor tweaks. I obtained them in separate runs, but I later tried the level again offline and I have confirmed it's possible to get both in the same solution. So, if Flopsy wants to in a future update, both requirements can be combined into one talisman ;) This is the 4th replay in the zip file. Nice solution, especially with feeding the worker platformer pickups to keep going. Kind of reminds me of that one United Biolab level in the 4th rank where you don't start with skill ;)

Chilli Dog 16 - Check My Eyelids For Holes! Hard but another excellent level here which is one of my favorites! :thumbsup: Really love how the solution all comes together slowly piece by piece as you deduce it carefully by logic :) Like Armani, figuring out how to get the first blocker down safely is the hardest IMO, though in my case it isn't too bad as I just gave the glider skill to him after collecting it :laugh: The many holes can be somewhat annoying when trying to get around them, but this was an intentional level design choice, even if it looks as if they might had been for backroute fixing :P

Chilli Dog 17 - The Other Way One of the hardest levels of the rank, considering how long I struggled before I found a backroute for both the non-talisman and talisman solutions, which involved cheesing through the trap at the start. I kind of had a feeling the way to go would be through the bottom left and going around to the right to get back up to the top and to the exit, I just had trouble figuring out the bottom left with getting everyone down safely. Turns out I did that part completely wrong and that there was one thing that eluded me and that is I didn't think to see what happens when everyone goes down together with the digger in order to land safely with the stack to make the splatform. I wouldn't say I'm more dangerous with stackers than Nessy, though with how I have used them in very fiddly ways, I suppose I can be :laugh:

Chilli Dog 18 - & Knuckles Wow, what a beast of a level to play and solve considering the huge size and also a skillset which looks to be plentiful but is actually quite restrictive! Even after spending 2 hours playing the level live, I couldn't get the level solved. In my offline sessions, I ended up needing at least another 1.5 hours or so before I finally succeeded. As Armani has mentioned, keeping the climbers out of trouble is definitely the main problem and challenge of the level. I made the far right side harder and more precise than it needs to be, though I did indeed try fencing to connect with the miner, but I think I kept having skill shortage problems. I believe it might be necessary to dig before fencing to hit the steel, though I think this is just simply reverse when to do the digging, which is dig before miner. I'll need to check that. I also had problems with getting the timing to work, though I think it's just a matter of going through the OWW soon after getting the parallel miners on the far right. Nice collab level with Flopsy designing the level and Wafflem coming up with the solution, but wow, quite a hard level! In fairness, it is the very end of the rank, so its high difficulty is completely justified :P

Chilli Dog 19 - It's Tea and Biscuits Time! Very hard level, though one in which I had pretty much all the solution figured out somewhat quickly, just the crowd release and avoiding the teleporter took me a really long time to figure out. I was told the extreme precision needed to avoid the teleporter is indeed intended. There are other ways to avoid it as well, but if you do so, then you won't have the necessary skills to be able to complete the level later and/or you end up losing too many because you get some trapped by using the teleporter. Turns out you can't even afford to get a single Lemming trapped up there. I really like the return of the core concept of "Everything Falls Into Place" with the long builder/miner in this level, though it's much harder to figure out where and how to set it up IMO. In the end, I didn't use the shimmier, so perhaps this could be a talisman itself in a future update ;) Nice level but wow, definitely agree it's quite possibly the hardest of the entire pack.

Chilli Dog 20 - Time To Get Closer The final new level of the main part of the pack I haven't played (I already played and solved Chilli Dog 21 from years ago when it was part of LOTY2021). Even though I found this one quite easy like Armani did, this is still a great level! I do find it surprising that Nessy found this one difficult :lem-mindblown: I pretty much had the solution figured out quickly, with pretty much the only thing incorrect being where the second platformer goes. I made use of the highlight feature to be able to block behind the platformer and after the miner in order to turn the latter. Also, I had the wrong idea of how to get the climbers up to the top at the right time to block and turn the miner, but then I quickly realized a much easier and more reliable way to achieve this. I got lucky with obtaining the talisman on a blind playthrough of the level :thumbsup:

Chilli Dog 21 - 14 Hour Supernova Level design is based on Nepster's "Final Frustration" from NepsterLems but here Flopsy's level is far easier. I spent far longer on the level than was necessary due to being stubborn with trying to go for a save all, though I later abandoned it after a while once I was able to determine it's just impossible. If you try to conserve the builders as much as possible, then you run out of the digging destructive skills and vice versa. You may have twice the amount of builders than you are given in Nepster's level, but don't be fooled, as they will run out very quickly. For my LP, I took the much easier way to solve the level as I know from watching Icho's video solution that I completely overlooked the fact that there's enough climbers for one entrance (far left) and enough floaters for another (far right). However, I still neglected making everyone climbers for a while when I kept making routes that can get Lemmings up without needing to be a climber :forehead: Just like the previous level, I got very lucky of being able to obtain both talismans in the same solution! :thumbsup: Then I followed up and showed off my LOTY2021 solution from 4 years ago just for kicks, so everyone can see how massively overcomplicated it is when I neglected to use most of the climbers/floaters and used the builders very suboptimally :laugh:

In both of my solutions, I didn't use the teleporter that would had massively helped with the right area with the plentiful OWWs. In the case of the much easier solution I spent a while in my LP, for whatever reason I thought that was a huge fire trap blocking it to get to it safely. I didn't realize it was terrain and not a trap until I had used CPM near the very end of my LOTY2021 solution :forehead: Guess that's something I completely forgot about from 4 years ago after watching Icho's solution. I did have a thought that maybe one can get a save all if the teleporter is used, so I tried for a time offline after getting the level solved in my LP, but I abandoned it after about 20 mins or so when I was counting the gaps that still needed builders and finding that there wouldn't be enough, especially when there's still the very tricky narrow corridor to build up to the exit. So, I would be surprised if anyone is able to pull off a save all! :P

Fun aside fact: It took me 1.5 hours before I finally got Final Frustration solved and hence I finally solved all of NepsterLems after 3 years! :thumbsup:                           

All rightie, all levels of the 7 main ranks of the pack are solved! :thumbsup: With 7 ranks done, that means I have solved 147/189 levels of the pack. Even though I've struggled a lot with both the Super Sonic and Chilli Dog ranks, I continue to enjoy the pack very much ever since I started LPing it from 3 weeks ago. I look forward to seeing the remaining 42 levels of the two bonus ranks of Encore and Toolkit! :thumbsup:

Perhaps I should celebrate my achievement of getting through the Chilli Dog rank by getting an actual chili dog to eat! :laugh: :thumbsup:     

kaywhyn

After days of struggling, reaching a peak point with being stumped by the penultimate level of the rank for a few days, the Encore rank is finally all solved! :thumbsup: Replays attached and of course more feedback ;)

Encore Rank Feedback

The rank that comes after the Chilli Dog rank, as well as the first of two bonus ranks to round off the GGF pack, I was under the impression that Encore resets in difficulty, starting with say the Rose rank and rises steadily up to Chilli Dog rank difficulty. Now that I've played through the entire rank and struggled so much at several different points in the rank, I can definitively say that's not the case at all and instead just picks up where the Chilli Dog left off in the difficulty. I would say the rank is quite difficult throughout the entire thing, with some breathers sprinkled in between here and there. It might just be due to how there were backroutes Armani found. I think Icho might had found some too, and hence my playthrough is with them mostly all patched up and therefore the Encore rank is now much harder than in earlier versions. The Encore rank was definitely not smooth sailing for me! :P

Spoiler
Encore 1 - Reach for the Stars! Backroute as Flopsy has told me. Nice level to start off the rank, though I'm apparently far better with stackers than I claim to be :P Honestly, it might just be due to getting better with them over the last several years ;)

Encore 2 - Down The Pan v2 This level wasn't too difficult for me, but honestly it might just be a little for its position this early in the rank. I can definitely see this one being a problem level for less experienced players, especially with the tricks needed and the 1-of-everything skillset. Nice level and definitely one of my favorites! :thumbsup:

Encore 3 - When The Lems Drop Out Not a hard level either, though the fact you only have platformers to gain height makes it a bit tricky. There are stackers to help further with that, and definitely the miners. Talisman isn't too difficult IMO but it's still a really nice one.

Encore 4 - Ring Twice for Savoy This level I definitely say is way too difficult for its position this early in the rank! It was likely just me being a huge dumb dumb here, but with stackers as your only means to get higher makes this a pretty hard level. After struggling so much with the non-talisman solution, I thought the talisman would be even harder. Luckily, it was just a small tweak needed for the hackish non-talisman solution I found, so it wasn't too bad :P Nice level but wow, a very tough one!

Encore 5 - Leaving Behind All We Know Now we are back to a somewhat easy to medium-ish difficulty level after a pretty brutally difficult level in Encore 4. The only difficult part of the level are the builders, but other than that it's not a hard level, especially given the lenient skillset. Another level where I bested the talisman record and found a no bashers solution :)

Encore 6 - Back to the Shack (part II) This one took me a bit longer than part 1 to figure out, though really the only part I had difficulty with was figuring out how to get the glider out of his infinite loop he's stuck in. Making him mine into the steel to break the cycle is clever! :thumbsup: I also like getting both gliders to prepare the route through the OWW on the other side to free the crowd. Well done, this is a great level! :thumbsup:

Encore 7 - Another Lemming Waterfall Connection Much harder than the original one found in one of the main ranks. This was a pretty long struggle for me as well. Earlier attempts had me short on skills, while later attempts had me short on the requirement after going back to tweak earlier parts of the solution to save skills. In the end, I hacked my way through the OWAs in the wrong direction. I think I remember you finding this hilarious when I did that in Seb Lems :P As I've mentioned, any opportunity I see and can take advantage of I will do it, especially if the author leaves backroutes in I can see cheesing the level by :P Nice level, but wow, perhaps another level that's difficult for its position. As Armani has mentioned, the 4 bombers increases the difficulty significantly here IMO.

Encore 8 - Let's do this Hawkman style! Back to a level that's much easier than the previous one but still no walk in the park. This level's pretty fun and enjoyable to solve IMO, especially with seeing where one can save constructive skills by using jumpers to substitute in for them. My solution has been deemed a backroute unfortunately. Just like I said a bit earlier, I will backroute levels if authors allow me an opportunity to :P Still a nice level here!

Encore 9 - Climbing the Wall (again!) Much harder than the original despite up OWAs as the main change here but still a nice level. I thought this one was going to be super fiddly, especially the fencing on the left side, but luckily it isn't like that one LPO2 level where it's nothing but the trick. The save requirement creeped up much faster than I thought it would with the blockers, but that wasn't the biggest problem for me. What I had more trouble with was rescuing the bottom left hatch while making sure a path to the exit wasn't destroyed and I wouldn't have any skills to be able to recover later on. In the end, nice to see the concept of the level return here but with some additional gimmicks thrown in, such as fencers to go through the up OWAs to get one of the entrances out and to get the crowds together to get to the exit.

Encore 10 - Ghost Rider Not too difficult of a level, other than maybe getting the crowd up to the exit due to the left OWAs. Saw an opportunity to use the thin steel to my advantage here to backroute the level, so looks like another one to add to the count :P

Encore 11 - Tight Wad Hill Much harder than I expected, though only because I had some wrong impressions and ideas about the level. In particular, once again the visual deception of what area the up OWAs cover. I thought bashing from the left was impossible as a result, but that was just me hastily coming to the wrong conclusion without having tried it first :forehead: The area the arrows cover seems absolutely vital in order for the solution to work, as you wouldn't be able to stack at the right spot for the others to go over it. It's especially nice that all the timing works out if you do the solution correctly and you release the crowd with the correct Lemming that's far enough ahead of the others so that the first one to get over the stack has enough time to platform to the exit. Excellent level! :thumbsup:

Encore 12 - Night Vision Not too difficult a level, with the only hard part of the solution being to platform under the "green" bus in order to get someone over the top to clone the glider so that you can fence through the buses and then mine to release both crowds. Talisman pretty much happened by "accident" here, though I generally go for save all's/max saves as much as possible anyway, so it was pretty much a given, and this happened to be a save requirement one :P Another nice level here!

Encore 13 - This is not A Star Wars rip off Another level where I really struggled with for a very long time, but only because I thought you need to send two workers over the top on the left side of the level :forehead: I kept trying so many things to make sure the bridge wasn't destroyed while being able to get everyone down safely. It made me think that a blocker's definitely needed at the start, even though I know for sure it conflicts with being able to get everyone through the teleporter safely without anyone walking by it. It didn't help that for a long time I thought the secret tunnel on the far right side at the top was decoration :laugh: It turns out to be very critical to the solution and is how you save enough time to be able to beat the clock. Nice solution and one of my favorites despite struggling for a while! :thumbsup:

Encore 14 - Tally Ho Lemming San! Platformers as your only constructive skill means it will be difficult to ascend the level, though here you just need to use the terrain and the digging destructive skills to your advantage. Talisman is luckily a super easy tweak, as I'm able to substitute a basher for a digger here while being able to platform to the crate to achieve the same effect. Nice level and I especially like the buses over water on the far right! :laugh:

Encore 15 - No Time To Die (Gotta Go Fast edition) If you're familiar with this kind of level, it's a level that originates from namida's Lemmings Plus pack and is found in every numbered Lemmings Plus pack (ie, Lemmings Plus 1, Lemmings Plus 2, etc). Stats are always the same: save 20/20, 9-of-everything in the classic 8 skills, and 2 minute time limit. Here, the GGF level is the same except for number of Lemmings and the bombers are replaced with stackers. Not a hard level if you use multiple workers. There are also a few ways to go about and do the level while being able to beat the tight clock.

Encore 16 - Back to the Shack (part III) Third and final iteration due to there being 3 Back to the Future films. This one was a fairly quick solve just like the first one, so ironically the second part took me the longest to solve even though that one was a fairly fast solve too :P Nice solution with getting the crowd up through the bottom OWW to reach the exit. Time limit can be really tight, but as long as you have everything all ready for the crowd before the miner gets through and then bombs to help them up the rest of the way you should be fine ;) Nice level here!

Encore 17 - Lost in the Casino Not as difficult as it looks and is somewhat of a breather this late in the rank. I would say the hardest part of the level is getting everyone down to the exit safely, especially the one that goes to release the bottom right Lemming and then they are able to climb out together after. Talisman was also luckily a super small tweak to my non-talisman solution of replacing the basher with a miner to free the preplaced blocker while also stopping the digger by building earlier.

Encore 18 - Your Latest Trick (part 2) Definitely one of the hardest levels of the rank even though it may seem to be an easier level than the original due to the RR not being 99 and no up OWAs. How very wrong I was! This level needed about another 1-1.5 hours of offline time before I finally figured out the solution. Looking back at my attempt video, seems I was very close at one point, with the only thing wrong being the bomber skill. I simply had the wrong idea that everyone needed to be contained in both directions, when in fact you're supposed to let one Lemming out to the left. The bomber is very difficult to see in the solution, but its use is really nice, with stopping the basher and then everyone being able to drop out and land on the middle platform before falling the rest of the way to the exit platformer. Shimmier is also somewhat difficult to see, as it's only use is cancelling a skill instead of its intended effect of grabbing a ceiling and going along it. Very nice level and just like Flopsy was surprised this level stumped me! :forehead:

Encore 19 - Walking Barefoot Much harder than I expected as well, especially with figuring out how to contain the crowds in the middle effectively. This I can definitely see being a very hard level for less experienced players. The blocker placement is super critical here but is what makes the solution great due to how you need to stone him after letting one climber/floater get by first. This took me a long time to see, as before this I kept fiddling around with containment methods with stackers, eventually culminating in seeing where I can be more efficient in saving them in order to be able to do the far right side of the level at the bottom effectively. Nicely done to both Flopsy and Nessy for this one! :thumbsup:

Fun fact: I have a level with the blocker/stoner interaction that is used in about the same way as it is here as well ;)

Encore 20 - Who Ya Gonna Call? Knuckles the Echidna! Yet another level that is far harder than I gave it credit for! This one ended up stumping me for a few days. Looking back at my attempt video, seems I had the solution mostly correct at one point, with 1 or 2 skills wrong. Figuring out what the shimmier is for is very critical to the solution, as it's needed to get over the miner tunnel to the left and to be able to use the critical digger at the top to get everyone out and glide into the exit. A lot of my attempts had me a skill short, getting into trouble later because I don't have a skill due to not having collected it yet, or the neutrals get into trouble when collecting the midair digger pickup. The miner to the left seemed counterintuitive to me as it would mean the neutrals themselves wouldn't be able to get back up the level later due to the path being destroyed. Indeed, for a while I couldn't tell which miner direction was correct for a long time. Do you mine to the left or do you mine to the right first at the start? Moreover, do you dig first? I definitely had a lot of doubts as to what was correct in the solution and the order of which to do things. I also thought the solution is timing based, but luckily no timing is needed whatsoever. Nice level but wow, I definitely consider this the hardest level of the entire Encore rank. Its position as the penultimate Encore level is completely justified! If I had already played and solved this level during the contest like Armani has, this would had been a pretty quick one in my LP :P Nope, I wasn't around for that one and hence this was my first time playing the level in my LP. I love the special effects of the mini ghosts being zapped and getting sucked away, similar to what happens in the cartoon(s) and film(s) and with them being the buttons you need to push to unlock the exit, along with the mini-Ghostbusters theme playing after the final one has been pushed :thumbsup:

Encore 21 - Beginner's Guide to Destroying the Moon! Much easier than the previous level, though still no walk in the park. I didn't find this level hard in any way like Armani did, though I did have the timing work out at certain points with no one falling out in the wrong direction. I could had saved a fencer in my solution but meh, I couldn't bother myself to get it to work after being annoyed by it one too many times :P Nice level to finish off the Encore rank! ;)                   

All rightie, the Toolkit rank is all that remains. As of this post, I have played and solved the first 4 levels of the rank, so 17 levels remain! :thumbsup: The end is near and hopefully there won't be too many problem spots left for the pack ;)