I spent much of the past week or so revisiting this hold so I've attached a new set of demos for everything I could solve. Missing 3 required rooms, a few of the secrets and some of that upper ring.
Overall, I find this to be a very challenging and really satisfying hold! As I mentioned to you previously, completing each room made me a little wistful because for me that meant there was one less lemming puzzle to solve in the universe...
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1N OK I get it now, at first I thought I had to somehow get the lemming to the fused keg.
1N1E Your hint about the roach helped me figure out this room. I didn't find it fiddly; it works out nicely, I think.
1N1W I was initially going about this the wrong way; once I realized that no matter what, a certain lemming's path *had* to be interfered with, it all fell into place (spoiler)
Click here to view the secret text
× also, using roach as mobile obstacle is brilliant!
1N3W Cleared. I was being dumb, avoiding the bridge even after smiting the eye. Challenge scroll still reads 'needs to be scripted', the challenge apparently still does as well!
1N4W fiddled a little with the timing but it made my brain hurt too much.
1W revisited this and I can't get past needing to keep the pp down while freeing the bent-tails from their infinite loops. The mini-map completist in me would like to see it backtrackable (maybe some secret/broken walls w/a force arrow in The Entrance so you could raft your way back to the main area by heading east?)
2N This room had me stumped the first time I tried...this playthrough, it came to me in a few minutes.
2N2E I was about to say I feel 'this close' to the solution and give up when I found it. The challenge eludes me so far.
2N1W another simple but brilliant puzzle - good combined use of timing and positioning
2N2W neat trick for exiting south!
2N3W took me a little longer to work out how to exit SW - the force arrow was a nice clue.
2N4W I think I know what needs to be done (lower keg on pp, delay upper lemming w/ww) but I can;t fiddle the ww into place and keep it there long enough to get across the room (while 'placing' lower keg) and if I place the lower keg first I cannot maneuver ww between the upper lemming and keg.
2E Now that you fixed it, I can't solve it
2W What a fun little room! Took me a while to figure out accessing the eastern adder. Nice golem linchpin
3N still stuck on this one
3N2E I was stuck forever on how to deal with the eye and the beacon and swordlessness.
3N1W still stuck here as well, despite there seeming to be only a few combinations I can try...
3N5W the two
sitting ducks lemmings at (30, 6 and 8) are for the challenge?
3W quick and easy, requires some close timing.
4N I found the hardest part of the maneuvering to be after all mirrors were in place, I just couldn't get the lemming to go where I wanted!
4N1E neat trick to
Click here to view the secret text
× rotate arrow to make lemming rotate
4N2E could use a couple of checkpoints.
4N1W Looks intimidatingly complex at first but each segment turns out to be fairly straightforward. I like the interplay between levels, forcing or restricting a certain order of play.
4N4W your suggestion I was opening the red door too early did the trick! I just needed longer-term rodent loop planning.
4N5W - this is a really clever arrangement of figuring out Who Goes Where as you make your way across the room. I like that even after hitting the conquer token you have to manage to keep the 4 plates depressed as you maneuver back to the entrance.
5N3W is the npc at (24,9) supposed to be visible?
6N2W adding the green sister gate has bumped up the clone timing difficulty. the room becomes a trap once cleared, if you pass the arrows.
9N1W I did this after learning the arrow trick from 4N1E and it came together pretty quickly
9N3W Another one that was befuddling to look at on my first try (months ago), now I came to the solution with some fiddling about.
9N4W I was so happy I figured out how to get all the yellow doors open I forgot to kill the blue lemming before I exited. Ha!