How are we counting levels like Tricky 11? It's clearly possible in theory, since you can choose a different lemming to build each bridge, but in practice you can't keep track of all those individual lemmings and make sure it really is a different one each time.
Unless I've missed something, 19 and 20 are impossible, since both require lemmings to climb and then take another skill.
Tricky 14 doesn't work on my computer, but to make up for that I'll add the Mac's Tricky 21, which is certainly impossible.
How about this: if you believe you have a solution that should work but you aren't certain because you can't use Lemmix, just mention that fact when you report the result, and I'll try to confirm it for you in Lemmix.
20 is confirmed possible, because there's a way for you to go underneath the one way wall instead of over it. I've attaced the Lemmix replay and will try to create some sort of video for it later.
When I have time later in the day, I'll try to update the zip files with screenshots etc. for those who couldn't use Lemmix.
How are you supposed to do this without lemmix?
If there's more than one in the same spot, and one of them has been assigned a skill, will nothing happen, or will it choose the next one?
My rule eliminates 11, 12, 14, 16, 21, 26.
I suspect Level 4 is possible.
Might Level 5 be possible by a "low route" without too many builders, since the save percentage is fairly generous?I would not go for the low route, since you'd need to repeatedly bash/build on those bars at the low route. I think you'd end up using more skills and therefore sacrifice more lemmings. For the high route, first seal up the gap (as if you were going for the low route) before building the bridges going up, that should minimize loss of lemmings at that point.
I'd like to hear a confirmation of 5 actually being acheived first, though. (While I'm far from the best player here, so it's probably improvable, the best I can acheive is 45%)
holding the crowd in a digger's pit, releasing worker lemmings not from the crowd but rather from the steady stream of newly entered lemmings.
24, 25, 27 and 30 are obvious.
Mayhem: I've managed 2, 4, 9 and (obviously 11). 24 is obviously possible, and 26 has been solved with only bombers meaning it too must be possible.
The only other ones I suspect may be possible, but can't manage myself, are 3 and 16. 3, I'm lost on but I just have a feeling it can be done, 16, my record is 86%.
The rest of Havoc is impossible, I think.
I don't think Mayhem 30 is possible for whichever side you'll go, the lemmings will either be crushed up before you get to the left side, or fall off the edge when you head right.
Those Mayhem levels were the only ones I could manage, so I decided to move onto ONML.
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Wicked 19 can be done with the standard solution.
I'd suggest it's worth going back to the start of other challenge threads (when many posts were made too quickly for anyone to keep up with) to check for possible improvements.
I suspect Wild 19 MIGHT be possible with something similar to the builders-only route, but I don't feel like trying right now.
Anyway, I am looking for an attempt to solve Wild 20 and Wicked 19 especially.
You can put a water lemming blocker on the lower ledge for the normal lemmings to land on and that way they can both go to the exit at the same time.
There’s only 1 other way I can image; if you block, bomb to create a hole and bash under the blockers, this would waste more lemmings.
use an extra basher to stall to have one avoid the shredder.
To get over the 1-way-wall, build up to it. Give lemmings floaters if necessary, then have one dig into it near the edge. At a safe height make a walker in the hole a bomber. The resulting crater will stop the digger and create and exit. The rest is pretty simple. The three you lose are necessary bombers.
I pulled the same trick I did on One way ticket. Block the water lemmings from entering the balloon. To get around the blocker; dig then have another bomb to stop him then bash across; he’ll stop when he comes out onto the slope.
build up and over the top. Use two bombers to get through to the balloon.
Once again, the backroute straight to the balloon is of course open. But that’s no fun for me.
I’m sure there’s numerous ways. Mine is; I brute-forced basically, using a lot of blockers. One lem dies on the first ledge. Let 3-5 lems come out then set RR to 99, and back to 1 for the last 3-5 lems. Block them upside down once to turn around and block the crowd in the area next to the balloon.Let two go first; one will steps down onto the platform in the middle (just above the gravity pad) dig him down, when the other one falls into his tunnel, near the bottom make him bash across. The digger will drown.
Let three go, block the one in the middle in.
The very last one dig through the steps over the first chasm to take care of the weasels. Block upside down on the top-most ground to have one turn around and build over the upside down gap. He’ll empty the pool.By this time the basher will finish and fall into the pool.Now have the blocked lemming dig facing right; he’ll enter the pool and open the door for the crowd.
-set RR to 1
-build over first gap. 1 lem will die.
-the first builder has to die, so make the second one a blocker on the middle platform upside down
-set RR to 99. Wait until ~95 lemmings are out then set it around 20 to isolate the last few.
-make the last lemming out dig the steps away on the first gap; this takes care of the weasels.
-Make the second to last lemming bash when upside down on the steps going toward the balloon so that the last lemming will turn around. The basher will come out on the other side and be fine.
-let the very first lemming (who is near the balloon) fall off the wooden panels but block all the rest of the lemmings there near the balloon.
-that very first lemming should walk to a point past the gravity pad below then dig.
-the upside down worker (one that just turned around up top) builds over the pit. He’ll go on to flip the gate to drain the pool.
-the lemming digging will come out. You need to time it so he doesn’t come out too soon or he’ll drown. He’ll fall in the empty pool and flip that gate to free the way to the balloon.
Instead of having the last lemming dig through the steps, make him build over the gravity pad. He’ll drown but this will let the weasels flip the gate in the pool. The timing is tricky though, you have to make sure the worker (who is near the end of the line of lemmings) gets to the gate to empty the pool before the weasels get there. Usually the first weasel drowns but the second can make it.
It’s pretty simple; just use extra skills to stall lemmings behind the workers. Two lemmings must sacrifice to close the doors.
-Going the back route way would kill more lemmings as it takes more than 2 or 3 builders to get to the balloon under the steel.
This one was neat.
-turn the RR on the green lemmings up to 90ish
-make 2nd green lemming blocker and the third that turns around builder, to save the normal lemmings. Only 1 normal lemming should fall and die.
-Meanwhile have the first green lemming mine through the acid to get to the switch
-A normal lemming should walk out in front of the builder before he finishes. Make this lemming a blocker near the lava.
-set RR to 99. After the green lemming gets to the switch, make a normal lemming a bomber at the base of the steps. His crater will be created near the blocker on the left and should free him.
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I tried to save more by bashing out the green blocker but it seems impossible. One step too high; you can free him but the green lemmings on the other side can’t get back up. Too low and you can’t free the blocker and the basher will stop and turn around.
The solution is similar to The undamaged solution. I actually forget it right now and need to go back and see it again for myself
It’s all pretty straightforward until the end. When bashing toward the exit, dig into the steel so as to compact all the lemmings so they can easily make it through the door which the basher triggers. He (the basher) can’t escape the area where the switch is so he’s the one you lose.
I would say at least wait until the levels have been finalised. Doing them for LPII Bonus pack or Covox is probably fine. But yeah, there's not an overly huge interest in challenges, and 95% of gimmick attempts are either extremely easy or obviously impossible, though there is the odd interesting one, so I don't think a topic is worth it.
Set RR to 1 and dig near the beginning so they can fall left onto the water (water lemmings can fall onto water safley from any height). You should only need one blocker. Use all builders to get up to the large structure. Use bashers to stall lemmings if you need to because while building some may fall to death.
Basically, the part that took me a while to figure out was you can bomb through the one way-wall.
-Set both RR to 1 You can completely ignore the top lemmings.
-On the bottom, make a blocker to trap them in. Then use bombers to get through the wall. Build over the lava.
-At some point, have a builder seal the gap you made with bombers so 1 climber can get up and flip the laser to turn on the speed up pad. Mine through the steps to let them through again.
-As soon or shortly after the speed up pad is activated you must turn the RR (the bottom hatch) to 99. This is because whenever the weasel is released by the lemmings on top, he'll quickly trap the bottom lemmings in if they don't make it past the door there [right next to the one way wall].
-On the other side of the lava, make 1 bash at the steps to remove the top layer of terrain away underneath the teleporter. Block underneath your steps before the lava.
-because of the glitch you must place a blocker to the left of the teleporter (after the basher has cleared away the terrain) and wait for the basher to finish and fall off. Then you may build right into the left side of the teleporter*
-The rest is pretty easy-build/bash to the exit.
You may be able to save more by blocking up top but blocking around the speed up pad is tricky. A "speed up" lemming that enters a speed up pad will get slowed down again.
*you must go in this side. If you go in the right side they'll be dropped to their death.
in the screen shot I didn't think of the blocker/waiting until the bahser was finished so I had killed the basher. I also cheated and used blockers to bomb through the wall but time bombing is obviously possible, so this level is totally do-able, glitches and all!
You only need to save the middle lemmings that are above the balloon. I'm sure there are numerous ways. My approach was basically a brute force method. You don't have to worry about letting any of the side lemmings die. Some keys things are:
-activate the bottom lasers first; these open the top doors.
-After that build over the gravity pad, have others dig through the builders steps so they miss the gravity pad but hit the ledge and don't fall to death. More than 1 lem must enter the teleporters there [one still needs to use one skill after going through the teleporter].
-On top, when they come out of the teleporters; wait till 1 turns around then dig so he'll hit the gravity pad up there; he'll eventually flip the switches.
-set RR to 80; after 1 lem comes out set RR to 1.
-Make the first build over the first gap, the second should fall and flip the switch before dying. [you should lose no more on the first gap]
-The next falldown the the lower platform, flips that switch and start building on the water as seen in the pic.
-put blockers where I have them. THen just keep building up to the thin platform. You can loose up to six.
-at the small group near the balloon, block then mine left.
-while the miners still going, get 1 lemming that turns around to mine right somewhere beneath the stone. There are two usable lemmings left from this group, you need both.
EDIT: turns out this isn't necessary; building right up into the (1) miner's tunnel only takes 2 builders.
So; you can simply mine left and that will leave 3 lemmings left to work from that group. This would also save more lemmingsand builderssince you don't have to block later.
-use those two to build twice at the shaft for the other lemmings, you have to be pretty exact, build so that the first hits his head or barely misses. The fall there should be barely survivable.
-free the big group using a digger
- when they get back to the miners tunnel (see pic) build up to it then block and build toward the balloon.
[I did it this way because the resulting hole the LEFT facing miner makes here is very hard to build into to.
-build over the blocker.
Pretty simple.
-bash through the thing thing, then block to separate two on the left.
-one bashes, the other builds. Get them all out of the bottom area and into the empty tank before the weasels come to close the door.
-build up above the steel, bash or mine to the exit.
a little trickier then it appears. I haven't found a way to save more. (or keep the RR at 99)
-set RR to 1, block under the right most wooden platform so the weasel misses them. Let 1 turn around and make him a blocker somewhere to the left. The switch doesn't matter.
-have the second build over the blocker, the next lemmign should get turned around by the blocker. Only one lemming should go past the blocker and die; the first builder. The next builds and connects with the terrain.
-build left and make another a blocker somewhere there, build finally to the balloon.