I posted about this in another thread a couple of days ago and since then all of a sudden these lemmings make sense again! I made quite a bit of progress so I'd like to add what comments I can: Rooms in red I haven't tried yet.
×Entrance good intro to general lemming movement
1N first room I tried after Entrance and couldn't figure the maneuvering. I'll go back to it now that I'm 'warmed up'.
1N1E I see where lemming needs to end up but no clue how to lead it there.
1N2E did not know lemmings could touch conquer tokens for you 'til now. can exit to the south if you re-enter the cleared room.
1N1W
1N2W two smart little linchpins, each one took a little fiddling around but it's very satisfying when the last bit (decoy) comes together!
1E not sure what the regular lemming is for. I used it to clear the central bomb area but the room is still solvable if you just kill it in its lair.
2N stymied when I first began hold, need to revisit.
2N1E a puzzle that makes you think in lemming movements, long-form. would have taken me much longer to arrive at solution if I hadn't seen larrymurks comment about the construct. caber is optional!
2N2E can't figure out baby timing. so far.
2N1W
2N2W I found clearing this room pretty easy, but can't figure how to get out the south exit while doing so.
2N3W same as above, setting up loop isn't too hard, figuring out the last 3 doors to exit SW has stumped me so far
2N4W
2E looks complicated but not really: (spoiler)
Click here to view the secret text
× remove lemming obstacles, hang out N of wubba, trigger doors, smite away while clone hovers on entrance.
What's mimic rodent for?
2W
3N not sure what to do - I thought I needed to push the keg to the NE corner after the other bombs are detonated but I'm two steps behind, now I'm experimenting with a path that crosses the aumtlich beams that freeze me.
3N1E I had a nice little Aha moment after beelining for the yellow door a step too late. classic DROD move to have something that hinders you also wind up helping in the solution.
3N2E can't see how to delay lemming (once it rounds last corner, revealing EE) long enough to hit beacon, I'm 4 steps shy.
3N1W I don't see how to kill all brains while Beethro is within a few steps of exit to avoid getting locked in. can kill all 4 brains at once but then I'm trapped inside box.
3N2W quick, fun room since there's only a few things you can realistically try.
3N3W I enjoyed this room - each step for laddering the blue rodent upwards took me a little time to figure out.
3N4W loop puzzle, pretty straightforward.
3N5W
3W
4N
4N1E
4N2E
4N1W
4N2W, 3W passageways
4N4W I'm close on the timing but unable to pull it off: either the lemming arrives one turn too late to close the NE yellow door or the roach gets trapped west of me.
5N2W 5N3W 6N2W 6N3W pretty quickly accessible variations on a theme (a DROD motif I always like seeing in holds). some solutions suggest solutions to other rooms (like decoy placement) so once you've solved one it gets easier.
7N4W trial and errored my way to a winning intro move combo.
the rest of that loop I couldn't solve
At first I agreed with Insoluble's comment that a scroll reminding players that lemmings can touch conquer tokens (and more!) would be helpful but I entered many rooms not knowing/forgetting that and it took a little time to come around to the solution. I think a more explicit scroll might spoil that. After all, many rooms only have a few different things/combos to tinker with.
Definitely a fun hold and pretty hard but for me it seemed to get easier as I explored more rooms and lemming mechanics. Demos and some near misses attached.